push e1d8a1293d44015bb0894687d02c5c53339996f7
[wine/hacks.git] / dlls / wined3d / arb_program_shader.c
blobc886195f254b6289808701f5c9ef82f492ada0b4
1 /*
2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
30 #include "config.h"
32 #include <math.h>
33 #include <stdio.h>
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
42 #define GLINFO_LOCATION (*gl_info)
44 /* GL locking for state handlers is done by the caller. */
45 static BOOL need_mova_const(IWineD3DBaseShader *shader, const WineD3D_GL_Info *gl_info) {
46 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) shader;
47 if(!This->baseShader.reg_maps.usesmova) return FALSE;
48 return !GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION);
51 static BOOL need_helper_const(const WineD3D_GL_Info *gl_info) {
52 if(!GL_SUPPORT(NV_VERTEX_PROGRAM) || /* Need to init colors */
53 gl_info->arb_vs_offset_limit || /* Have to init texcoords */
54 gl_info->set_texcoord_w) { /* Load the immval offset */
55 return TRUE;
57 return FALSE;
60 static unsigned int reserved_vs_const(IWineD3DBaseShader *shader, const WineD3D_GL_Info *gl_info) {
61 unsigned int ret = 1;
62 /* We use one PARAM for the pos fixup, and in some cases one to load
63 * some immediate values into the shader
65 if(need_helper_const(gl_info)) ret++;
66 if(need_mova_const(shader, gl_info)) ret++;
67 return ret;
70 static inline BOOL ffp_clip_emul(IWineD3DStateBlockImpl *stateblock)
72 return stateblock->lowest_disabled_stage < 7;
75 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
76 * so upload them above that
78 #define ARB_SHADER_PRIVCONST_BASE (GL_LIMITS(vshader_constantsF) - 1)
79 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
81 /* ARB_program_shader private data */
82 struct control_frame
84 struct list entry;
85 enum
87 IF,
88 IFC,
89 LOOP,
90 REP
91 } type;
92 BOOL muting;
93 BOOL outer_loop;
94 union
96 unsigned int loop_no;
97 unsigned int ifc_no;
99 DWORD loop_control[3];
100 BOOL had_else;
103 struct arb_ps_compile_args
105 struct ps_compile_args super;
106 DWORD bools; /* WORD is enough, use DWORD for alignment */
107 unsigned char loop_ctrl[MAX_CONST_I][3];
110 struct stb_const_desc
112 unsigned char texunit;
113 UINT const_num;
116 struct arb_ps_compiled_shader
118 struct arb_ps_compile_args args;
119 GLuint prgId;
120 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
121 unsigned char numbumpenvmatconsts;
122 struct stb_const_desc luminanceconst[MAX_TEXTURES];
123 UINT int_consts[MAX_CONST_I];
124 char num_int_consts;
125 UINT ycorrection;
128 struct arb_vs_compile_args
130 struct vs_compile_args super;
131 union
133 struct
135 WORD bools;
136 char clip_control[2];
137 } boolclip;
138 DWORD boolclip_compare;
140 DWORD ps_signature;
141 union
143 unsigned char vertex_samplers[4];
144 DWORD vertex_samplers_compare;
146 unsigned char loop_ctrl[MAX_CONST_I][3];
149 struct arb_vs_compiled_shader
151 struct arb_vs_compile_args args;
152 GLuint prgId;
153 UINT int_consts[MAX_CONST_I];
154 char num_int_consts;
157 struct recorded_instruction
159 struct wined3d_shader_instruction ins;
160 struct list entry;
163 struct shader_arb_ctx_priv
165 char addr_reg[20];
166 enum
168 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
169 ARB,
170 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
171 NV2,
172 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
174 } target_version;
176 const struct arb_vs_compile_args *cur_vs_args;
177 const struct arb_ps_compile_args *cur_ps_args;
178 const struct arb_ps_compiled_shader *compiled_fprog;
179 const struct arb_vs_compiled_shader *compiled_vprog;
180 struct list control_frames;
181 struct list record;
182 BOOL recording;
183 BOOL muted;
184 unsigned int num_loops, loop_depth, num_ifcs;
185 int aL;
187 /* For 3.0 vertex shaders */
188 const char *vs_output[MAX_REG_OUTPUT];
189 /* For 2.x and earlier vertex shaders */
190 const char *texcrd_output[8], *color_output[2], *fog_output;
192 /* 3.0 pshader input for compatibility with fixed function */
193 const char *ps_input[MAX_REG_INPUT];
196 struct ps_signature
198 struct wined3d_shader_signature_element *sig;
199 DWORD idx;
200 struct wine_rb_entry entry;
203 struct arb_pshader_private {
204 struct arb_ps_compiled_shader *gl_shaders;
205 UINT num_gl_shaders, shader_array_size;
206 BOOL has_signature_idx;
207 DWORD input_signature_idx;
208 DWORD clipplane_emulation;
211 struct arb_vshader_private {
212 struct arb_vs_compiled_shader *gl_shaders;
213 UINT num_gl_shaders, shader_array_size;
216 struct shader_arb_priv
218 GLuint current_vprogram_id;
219 GLuint current_fprogram_id;
220 const struct arb_ps_compiled_shader *compiled_fprog;
221 const struct arb_vs_compiled_shader *compiled_vprog;
222 GLuint depth_blt_vprogram_id;
223 GLuint depth_blt_fprogram_id[tex_type_count];
224 BOOL use_arbfp_fixed_func;
225 struct wine_rb_tree fragment_shaders;
227 struct wine_rb_tree signature_tree;
228 DWORD ps_sig_number;
231 /********************************************************
232 * ARB_[vertex/fragment]_program helper functions follow
233 ********************************************************/
235 /**
236 * Loads floating point constants into the currently set ARB_vertex/fragment_program.
237 * When constant_list == NULL, it will load all the constants.
239 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
240 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
242 /* GL locking is done by the caller */
243 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, const WineD3D_GL_Info *gl_info,
244 GLuint target_type, unsigned int max_constants, const float *constants, char *dirty_consts)
246 local_constant* lconst;
247 DWORD i, j;
248 unsigned int ret;
250 if (TRACE_ON(d3d_shader)) {
251 for(i = 0; i < max_constants; i++) {
252 if(!dirty_consts[i]) continue;
253 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
254 constants[i * 4 + 0], constants[i * 4 + 1],
255 constants[i * 4 + 2], constants[i * 4 + 3]);
258 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
259 if (target_type == GL_FRAGMENT_PROGRAM_ARB && This->baseShader.reg_maps.shader_version.major == 1)
261 float lcl_const[4];
262 for(i = 0; i < max_constants; i++) {
263 if(!dirty_consts[i]) continue;
264 dirty_consts[i] = 0;
266 j = 4 * i;
267 if(constants[j + 0] > 1.0) lcl_const[0] = 1.0;
268 else if(constants[j + 0] < -1.0) lcl_const[0] = -1.0;
269 else lcl_const[0] = constants[j + 0];
271 if(constants[j + 1] > 1.0) lcl_const[1] = 1.0;
272 else if(constants[j + 1] < -1.0) lcl_const[1] = -1.0;
273 else lcl_const[1] = constants[j + 1];
275 if(constants[j + 2] > 1.0) lcl_const[2] = 1.0;
276 else if(constants[j + 2] < -1.0) lcl_const[2] = -1.0;
277 else lcl_const[2] = constants[j + 2];
279 if(constants[j + 3] > 1.0) lcl_const[3] = 1.0;
280 else if(constants[j + 3] < -1.0) lcl_const[3] = -1.0;
281 else lcl_const[3] = constants[j + 3];
283 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
285 } else {
286 if(GL_SUPPORT(EXT_GPU_PROGRAM_PARAMETERS)) {
287 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
288 * or just reloading *all* constants at once
290 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, 0, max_constants, constants));
292 for(i = 0; i < max_constants; i++) {
293 if(!dirty_consts[i]) continue;
295 /* Find the next block of dirty constants */
296 dirty_consts[i] = 0;
297 j = i;
298 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
299 dirty_consts[i] = 0;
302 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
304 } else {
305 for(i = 0; i < max_constants; i++) {
306 if(dirty_consts[i]) {
307 dirty_consts[i] = 0;
308 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
313 checkGLcall("glProgramEnvParameter4fvARB()");
315 /* Load immediate constants */
316 if(This->baseShader.load_local_constsF) {
317 if (TRACE_ON(d3d_shader)) {
318 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
319 GLfloat* values = (GLfloat*)lconst->value;
320 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
321 values[0], values[1], values[2], values[3]);
324 /* Immediate constants are clamped for 1.X shaders at loading times */
325 ret = 0;
326 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
327 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
328 ret = max(ret, lconst->idx + 1);
329 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
331 checkGLcall("glProgramEnvParameter4fvARB()");
332 return ret; /* The loaded immediate constants need reloading for the next shader */
333 } else {
334 return 0; /* No constants are dirty now */
339 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
341 static void shader_arb_load_np2fixup_constants(
342 IWineD3DDevice* device,
343 char usePixelShader,
344 char useVertexShader) {
345 /* not implemented */
348 static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl)
350 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
351 const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
352 unsigned char i;
353 struct shader_arb_priv *priv = deviceImpl->shader_priv;
354 const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
356 for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
358 int texunit = gl_shader->bumpenvmatconst[i].texunit;
360 /* The state manager takes care that this function is always called if the bump env matrix changes */
361 const float *data = (const float *)&stateBlock->textureState[texunit][WINED3DTSS_BUMPENVMAT00];
362 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->bumpenvmatconst[i].const_num, data));
364 if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
366 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
367 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
368 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
369 * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
371 const float *scale = (const float *)&stateBlock->textureState[texunit][WINED3DTSS_BUMPENVLSCALE];
372 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->luminanceconst[i].const_num, scale));
375 checkGLcall("Load bumpmap consts\n");
377 if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
379 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
380 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
381 * ycorrection.z: 1.0
382 * ycorrection.w: 0.0
384 float val[4];
385 val[0] = deviceImpl->render_offscreen ? 0.0 : ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height;
386 val[1] = deviceImpl->render_offscreen ? 1.0 : -1.0;
387 val[2] = 1.0;
388 val[3] = 0.0;
389 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
390 checkGLcall("y correction loading\n");
393 if(gl_shader->num_int_consts == 0) return;
395 for(i = 0; i < MAX_CONST_I; i++)
397 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
399 float val[4];
400 val[0] = stateBlock->pixelShaderConstantI[4 * i];
401 val[1] = stateBlock->pixelShaderConstantI[4 * i + 1];
402 val[2] = stateBlock->pixelShaderConstantI[4 * i + 2];
403 val[3] = -1.0;
405 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
408 checkGLcall("Load ps int consts\n");
411 static inline void shader_arb_vs_local_constants(IWineD3DDeviceImpl* deviceImpl)
413 IWineD3DStateBlockImpl* stateBlock;
414 const WineD3D_GL_Info *gl_info;
415 unsigned char i;
416 struct shader_arb_priv *priv = deviceImpl->shader_priv;
417 const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
419 if(gl_shader->num_int_consts == 0) return;
421 gl_info = &deviceImpl->adapter->gl_info;
422 stateBlock = deviceImpl->stateBlock;
424 for(i = 0; i < MAX_CONST_I; i++)
426 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
428 float val[4];
429 val[0] = stateBlock->vertexShaderConstantI[4 * i];
430 val[1] = stateBlock->vertexShaderConstantI[4 * i + 1];
431 val[2] = stateBlock->vertexShaderConstantI[4 * i + 2];
432 val[3] = -1.0;
434 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
437 checkGLcall("Load vs int consts\n");
441 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
443 * We only support float constants in ARB at the moment, so don't
444 * worry about the Integers or Booleans
446 /* GL locking is done by the caller (state handler) */
447 static void shader_arb_load_constants(
448 IWineD3DDevice* device,
449 char usePixelShader,
450 char useVertexShader) {
452 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
453 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
454 const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
456 if (useVertexShader) {
457 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
459 /* Load DirectX 9 float constants for vertex shader */
460 deviceImpl->highest_dirty_vs_const = shader_arb_load_constantsF(
461 vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
462 deviceImpl->highest_dirty_vs_const,
463 stateBlock->vertexShaderConstantF,
464 deviceImpl->activeContext->vshader_const_dirty);
466 /* Upload the position fixup */
467 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, ARB_SHADER_PRIVCONST_POS, deviceImpl->posFixup));
469 shader_arb_vs_local_constants(deviceImpl);
472 if (usePixelShader) {
473 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
475 /* Load DirectX 9 float constants for pixel shader */
476 deviceImpl->highest_dirty_ps_const = shader_arb_load_constantsF(
477 pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
478 deviceImpl->highest_dirty_ps_const,
479 stateBlock->pixelShaderConstantF,
480 deviceImpl->activeContext->pshader_const_dirty);
481 shader_arb_ps_local_constants(deviceImpl);
485 static void shader_arb_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
487 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
489 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
490 * context. On a context switch the old context will be fully dirtified */
491 memset(This->activeContext->vshader_const_dirty + start, 1,
492 sizeof(*This->activeContext->vshader_const_dirty) * count);
493 This->highest_dirty_vs_const = max(This->highest_dirty_vs_const, start + count + 1);
496 static void shader_arb_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
498 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
500 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
501 * context. On a context switch the old context will be fully dirtified */
502 memset(This->activeContext->pshader_const_dirty + start, 1,
503 sizeof(*This->activeContext->pshader_const_dirty) * count);
504 This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, start + count + 1);
507 static DWORD *local_const_mapping(IWineD3DBaseShaderImpl *This)
509 DWORD *ret;
510 DWORD idx = 0;
511 const local_constant *lconst;
513 if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) return NULL;
515 ret = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * This->baseShader.limits.constant_float);
516 if(!ret) {
517 ERR("Out of memory\n");
518 return NULL;
521 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
522 ret[lconst->idx] = idx++;
524 return ret;
527 /* Generate the variable & register declarations for the ARB_vertex_program output target */
528 static DWORD shader_generate_arb_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
529 SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info, DWORD *lconst_map, DWORD *num_clipplanes,
530 struct shader_arb_ctx_priv *ctx)
532 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
533 DWORD i, next_local = 0;
534 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
535 unsigned max_constantsF;
536 const local_constant *lconst;
538 /* In pixel shaders, all private constants are program local, we don't need anything
539 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
540 * If we need a private constant the GL implementation will squeeze it in somewhere
542 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
543 * immediate values. The posFixup is loaded using program.env for now, so always
544 * subtract one from the number of constants. If the shader uses indirect addressing,
545 * account for the helper const too because we have to declare all availabke d3d constants
546 * and don't know which are actually used.
548 if(pshader) {
549 max_constantsF = GL_LIMITS(pshader_constantsF);
550 } else {
551 if(This->baseShader.reg_maps.usesrelconstF) {
552 DWORD highest_constf = 0, clip_limit;
553 max_constantsF = GL_LIMITS(vshader_constantsF) - reserved_vs_const(iface, gl_info);
554 max_constantsF -= count_bits(This->baseShader.reg_maps.integer_constants);
556 for(i = 0; i < This->baseShader.limits.constant_float; i++)
558 DWORD idx = i >> 5;
559 DWORD shift = i & 0x1f;
560 if(reg_maps->constf[idx] & (1 << shift)) highest_constf = i;
563 clip_limit = GL_LIMITS(clipplanes);
564 if(ctx->target_version == ARB) clip_limit = min(clip_limit, 4);
565 *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
566 max_constantsF -= *num_clipplanes;
567 if(*num_clipplanes < clip_limit)
569 WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes, GL_LIMITS(clipplanes));
572 else
574 if(ctx->target_version >= NV2) *num_clipplanes = GL_LIMITS(clipplanes);
575 else *num_clipplanes = min(GL_LIMITS(clipplanes), 4);
576 max_constantsF = GL_LIMITS(vshader_constantsF) - 1;
580 for(i = 0; i < This->baseShader.limits.temporary; i++) {
581 if (reg_maps->temporary[i])
582 shader_addline(buffer, "TEMP R%u;\n", i);
585 for (i = 0; i < This->baseShader.limits.address; i++) {
586 if (reg_maps->address[i])
587 shader_addline(buffer, "ADDRESS A%d;\n", i);
590 if(pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3) {
591 for(i = 0; i < This->baseShader.limits.texcoord; i++) {
592 if (reg_maps->texcoord[i] && pshader)
593 shader_addline(buffer,"TEMP T%u;\n", i);
597 /* Load local constants using the program-local space,
598 * this avoids reloading them each time the shader is used
600 if(lconst_map) {
601 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
602 shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
603 lconst_map[lconst->idx]);
604 next_local = max(next_local, lconst_map[lconst->idx] + 1);
608 /* we use the array-based constants array if the local constants are marked for loading,
609 * because then we use indirect addressing, or when the local constant list is empty,
610 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
611 * local constants do not declare the loaded constants as an array because ARB compilers usually
612 * do not optimize unused constants away
614 if(This->baseShader.reg_maps.usesrelconstF) {
615 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
616 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
617 max_constantsF, max_constantsF - 1);
618 } else {
619 for(i = 0; i < max_constantsF; i++) {
620 DWORD idx, mask;
621 idx = i >> 5;
622 mask = 1 << (i & 0x1f);
623 if(!shader_constant_is_local(This, i) && (This->baseShader.reg_maps.constf[idx] & mask)) {
624 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
629 return next_local;
632 static const char * const shift_tab[] = {
633 "dummy", /* 0 (none) */
634 "coefmul.x", /* 1 (x2) */
635 "coefmul.y", /* 2 (x4) */
636 "coefmul.z", /* 3 (x8) */
637 "coefmul.w", /* 4 (x16) */
638 "dummy", /* 5 (x32) */
639 "dummy", /* 6 (x64) */
640 "dummy", /* 7 (x128) */
641 "dummy", /* 8 (d256) */
642 "dummy", /* 9 (d128) */
643 "dummy", /* 10 (d64) */
644 "dummy", /* 11 (d32) */
645 "coefdiv.w", /* 12 (d16) */
646 "coefdiv.z", /* 13 (d8) */
647 "coefdiv.y", /* 14 (d4) */
648 "coefdiv.x" /* 15 (d2) */
651 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
652 const struct wined3d_shader_dst_param *dst, char *write_mask)
654 char *ptr = write_mask;
656 if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
658 *ptr++ = '.';
659 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
660 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
661 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
662 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
665 *ptr = '\0';
668 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
670 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
671 * but addressed as "rgba". To fix this we need to swap the register's x
672 * and z components. */
673 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
674 char *ptr = swizzle_str;
676 /* swizzle bits fields: wwzzyyxx */
677 DWORD swizzle = param->swizzle;
678 DWORD swizzle_x = swizzle & 0x03;
679 DWORD swizzle_y = (swizzle >> 2) & 0x03;
680 DWORD swizzle_z = (swizzle >> 4) & 0x03;
681 DWORD swizzle_w = (swizzle >> 6) & 0x03;
683 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
684 * generate a swizzle string. Unless we need to our own swizzling. */
685 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
687 *ptr++ = '.';
688 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
689 *ptr++ = swizzle_chars[swizzle_x];
690 } else {
691 *ptr++ = swizzle_chars[swizzle_x];
692 *ptr++ = swizzle_chars[swizzle_y];
693 *ptr++ = swizzle_chars[swizzle_z];
694 *ptr++ = swizzle_chars[swizzle_w];
698 *ptr = '\0';
701 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
703 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
704 SHADER_BUFFER *buffer = ins->ctx->buffer;
706 if(strcmp(priv->addr_reg, src) == 0) return;
708 strcpy(priv->addr_reg, src);
709 shader_addline(buffer, "ARL A0.x, %s;\n", src);
712 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
713 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
715 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
716 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
718 /* oPos, oFog and oPts in D3D */
719 static const char * const rastout_reg_names[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
720 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
721 BOOL pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
722 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
724 *is_color = FALSE;
726 switch (reg->type)
728 case WINED3DSPR_TEMP:
729 sprintf(register_name, "R%u", reg->idx);
730 break;
732 case WINED3DSPR_INPUT:
733 if (pshader)
735 if(This->baseShader.reg_maps.shader_version.major < 3)
737 if (reg->idx == 0) strcpy(register_name, "fragment.color.primary");
738 else strcpy(register_name, "fragment.color.secondary");
740 else
742 if(reg->rel_addr)
744 char rel_reg[50];
745 shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
747 if(strcmp(rel_reg, "**aL_emul**") == 0)
749 DWORD idx = ctx->aL + reg->idx;
750 if(idx < MAX_REG_INPUT)
752 strcpy(register_name, ctx->ps_input[idx]);
754 else
756 ERR("Pixel shader input register out of bounds: %u\n", idx);
757 sprintf(register_name, "out_of_bounds_%u", idx);
760 else if(This->baseShader.reg_maps.input_registers & 0x0300)
762 /* There are two ways basically:
764 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
765 * That means trouble if the loop also contains a breakc or if the control values
766 * aren't local constants.
767 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
768 * source dynamically. The trouble is that we cannot simply read aL.y because it
769 * is an ADDRESS register. We could however push it, load .zw with a value and use
770 * ADAC to load the condition code register and pop it again afterwards
772 FIXME("Relative input register addressing with more than 8 registers\n");
774 /* This is better than nothing for now */
775 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
777 else if(ctx->cur_ps_args->super.vp_mode != vertexshader)
779 /* This is problematic because we'd have to consult the ctx->ps_input strings
780 * for where to find the varying. Some may be "0.0", others can be texcoords or
781 * colors. This needs either a pipeline replacement to make the vertex shader feed
782 * proper varyings, or loop unrolling
784 * For now use the texcoords and hope for the best
786 FIXME("Non-vertex shader varying input with indirect addressing\n");
787 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
789 else
791 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
792 * pulls GL_NV_fragment_program2 in
794 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
797 else
799 if(reg->idx < MAX_REG_INPUT)
801 strcpy(register_name, ctx->ps_input[reg->idx]);
803 else
805 ERR("Pixel shader input register out of bounds: %u\n", reg->idx);
806 sprintf(register_name, "out_of_bounds_%u", reg->idx);
811 else
813 if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx)) *is_color = TRUE;
814 sprintf(register_name, "vertex.attrib[%u]", reg->idx);
816 break;
818 case WINED3DSPR_CONST:
819 if (!pshader && reg->rel_addr)
821 BOOL aL = FALSE;
822 char rel_reg[50];
823 UINT rel_offset = ((IWineD3DVertexShaderImpl *)This)->rel_offset;
824 if(This->baseShader.reg_maps.shader_version.major < 2) {
825 sprintf(rel_reg, "A0.x");
826 } else {
827 shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
828 if(ctx->target_version == ARB) {
829 if(strcmp(rel_reg, "**aL_emul**") == 0) {
830 aL = TRUE;
831 } else {
832 shader_arb_request_a0(ins, rel_reg);
833 sprintf(rel_reg, "A0.x");
837 if(aL)
838 sprintf(register_name, "C[%u]", ctx->aL + reg->idx);
839 else if (reg->idx >= rel_offset)
840 sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx - rel_offset);
841 else
842 sprintf(register_name, "C[%s - %u]", rel_reg, -reg->idx + rel_offset);
844 else
846 if (This->baseShader.reg_maps.usesrelconstF)
847 sprintf(register_name, "C[%u]", reg->idx);
848 else
849 sprintf(register_name, "C%u", reg->idx);
851 break;
853 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
854 if (pshader) {
855 if(This->baseShader.reg_maps.shader_version.major == 1 &&
856 This->baseShader.reg_maps.shader_version.minor <= 3) {
857 /* In ps <= 1.3, Tx is a temporary register as destination to all instructions,
858 * and as source to most instructions. For some instructions it is the texcoord
859 * input. Those instructions know about the special use
861 sprintf(register_name, "T%u", reg->idx);
862 } else {
863 /* in ps 1.4 and 2.x Tx is always a (read-only) varying */
864 sprintf(register_name, "fragment.texcoord[%u]", reg->idx);
867 else
869 if(This->baseShader.reg_maps.shader_version.major == 1 || ctx->target_version >= NV2)
871 sprintf(register_name, "A%u", reg->idx);
873 else
875 sprintf(register_name, "A%u_SHADOW", reg->idx);
878 break;
880 case WINED3DSPR_COLOROUT:
881 if (reg->idx == 0)
883 if(ctx->cur_ps_args->super.srgb_correction)
885 strcpy(register_name, "TMP_COLOR");
887 else
889 strcpy(register_name, "result.color");
892 else
894 /* TODO: See GL_ARB_draw_buffers */
895 FIXME("Unsupported write to render target %u\n", reg->idx);
896 sprintf(register_name, "unsupported_register");
898 break;
900 case WINED3DSPR_RASTOUT:
901 if(reg->idx == 1) sprintf(register_name, "%s", ctx->fog_output);
902 else sprintf(register_name, "%s", rastout_reg_names[reg->idx]);
903 break;
905 case WINED3DSPR_DEPTHOUT:
906 strcpy(register_name, "result.depth");
907 break;
909 case WINED3DSPR_ATTROUT:
910 /* case WINED3DSPR_OUTPUT: */
911 if (pshader) sprintf(register_name, "oD[%u]", reg->idx);
912 else strcpy(register_name, ctx->color_output[reg->idx]);
913 break;
915 case WINED3DSPR_TEXCRDOUT:
916 if (pshader)
918 sprintf(register_name, "oT[%u]", reg->idx);
920 else
922 if(This->baseShader.reg_maps.shader_version.major < 3)
924 sprintf(register_name, ctx->texcrd_output[reg->idx]);
926 else
928 sprintf(register_name, ctx->vs_output[reg->idx]);
931 break;
933 case WINED3DSPR_LOOP:
934 if(ctx->target_version >= NV2)
936 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
937 if(pshader) sprintf(register_name, "A0.x");
938 else sprintf(register_name, "aL.y");
940 else
942 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
943 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
944 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
945 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
946 * indexing
948 sprintf(register_name, "**aL_emul**");
951 break;
953 case WINED3DSPR_CONSTINT:
954 sprintf(register_name, "I%u", reg->idx);
955 break;
957 case WINED3DSPR_MISCTYPE:
958 if(reg->idx == 0)
960 sprintf(register_name, "vpos");
962 else if(reg->idx == 1)
964 sprintf(register_name, "fragment.facing.x");
966 else
968 FIXME("Unknown MISCTYPE register index %u\n", reg->idx);
970 break;
972 default:
973 FIXME("Unhandled register type %#x[%u]\n", reg->type, reg->idx);
974 sprintf(register_name, "unrecognized_register[%u]", reg->idx);
975 break;
979 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
980 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
982 char register_name[255];
983 char write_mask[6];
984 BOOL is_color;
986 shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
987 strcpy(str, register_name);
989 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
990 strcat(str, write_mask);
993 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
995 switch(channel_source)
997 case CHANNEL_SOURCE_ZERO: return "0";
998 case CHANNEL_SOURCE_ONE: return "1";
999 case CHANNEL_SOURCE_X: return "x";
1000 case CHANNEL_SOURCE_Y: return "y";
1001 case CHANNEL_SOURCE_Z: return "z";
1002 case CHANNEL_SOURCE_W: return "w";
1003 default:
1004 FIXME("Unhandled channel source %#x\n", channel_source);
1005 return "undefined";
1009 static void gen_color_correction(SHADER_BUFFER *buffer, const char *reg, DWORD dst_mask,
1010 const char *one, const char *two, struct color_fixup_desc fixup)
1012 DWORD mask;
1014 if (is_yuv_fixup(fixup))
1016 enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup);
1017 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup);
1018 return;
1021 mask = 0;
1022 if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1023 if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1024 if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1025 if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1026 mask &= dst_mask;
1028 if (mask)
1030 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
1031 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
1032 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
1035 mask = 0;
1036 if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
1037 if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
1038 if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
1039 if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
1040 mask &= dst_mask;
1042 if (mask)
1044 char reg_mask[6];
1045 char *ptr = reg_mask;
1047 if (mask != WINED3DSP_WRITEMASK_ALL)
1049 *ptr++ = '.';
1050 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
1051 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
1052 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
1053 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
1055 *ptr = '\0';
1057 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
1061 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
1063 DWORD mod;
1064 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1065 if (!ins->dst_count) return "";
1067 mod = ins->dst[0].modifiers;
1069 /* Silently ignore PARTIALPRECISION if its not supported */
1070 if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
1072 if(mod & WINED3DSPDM_MSAMPCENTROID)
1074 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1075 mod &= ~WINED3DSPDM_MSAMPCENTROID;
1078 switch(mod)
1080 case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1081 return "H_SAT";
1083 case WINED3DSPDM_SATURATE:
1084 return "_SAT";
1086 case WINED3DSPDM_PARTIALPRECISION:
1087 return "H";
1089 case 0:
1090 return "";
1092 default:
1093 FIXME("Unknown modifiers 0x%08x\n", mod);
1094 return "";
1098 #define TEX_PROJ 0x1
1099 #define TEX_BIAS 0x2
1100 #define TEX_LOD 0x4
1101 #define TEX_DERIV 0x10
1103 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
1104 const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
1106 SHADER_BUFFER *buffer = ins->ctx->buffer;
1107 DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
1108 const char *tex_type;
1109 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1110 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
1111 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1112 const char *mod;
1113 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1115 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1116 if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS;
1118 switch(sampler_type) {
1119 case WINED3DSTT_1D:
1120 tex_type = "1D";
1121 break;
1123 case WINED3DSTT_2D:
1124 if(device->stateBlock->textures[sampler_idx] &&
1125 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
1126 tex_type = "RECT";
1127 } else {
1128 tex_type = "2D";
1130 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1132 if(priv->cur_ps_args->super.np2_fixup & (1 << sampler_idx))
1134 FIXME("NP2 texcoord fixup is currently not implemented in ARB mode (use GLSL instead).\n");
1137 break;
1139 case WINED3DSTT_VOLUME:
1140 tex_type = "3D";
1141 break;
1143 case WINED3DSTT_CUBE:
1144 tex_type = "CUBE";
1145 break;
1147 default:
1148 ERR("Unexpected texture type %d\n", sampler_type);
1149 tex_type = "";
1152 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1153 * so don't use shader_arb_get_modifier
1155 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1156 else mod = "";
1158 /* Fragment samplers always have indentity mapping */
1159 if(sampler_idx >= MAX_FRAGMENT_SAMPLERS)
1161 sampler_idx = priv->cur_vs_args->vertex_samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
1164 if (flags & TEX_DERIV)
1166 if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivates\n");
1167 if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivates\n");
1168 shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1169 dsx, dsy,sampler_idx, tex_type);
1171 else if(flags & TEX_LOD)
1173 if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1174 if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1175 shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1176 sampler_idx, tex_type);
1178 else if (flags & TEX_BIAS)
1180 /* Shouldn't be possible, but let's check for it */
1181 if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1182 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1183 shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1185 else if (flags & TEX_PROJ)
1187 shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1189 else
1191 shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1194 if (pshader)
1196 gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
1197 "one", "coefmul.x", priv->cur_ps_args->super.color_fixup[sampler_idx]);
1201 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1202 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1204 /* Generate a line that does the input modifier computation and return the input register to use */
1205 BOOL is_color = FALSE;
1206 char regstr[256];
1207 char swzstr[20];
1208 int insert_line;
1209 SHADER_BUFFER *buffer = ins->ctx->buffer;
1210 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1212 /* Assume a new line will be added */
1213 insert_line = 1;
1215 /* Get register name */
1216 shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1217 shader_arb_get_swizzle(src, is_color, swzstr);
1219 switch (src->modifiers)
1221 case WINED3DSPSM_NONE:
1222 sprintf(outregstr, "%s%s", regstr, swzstr);
1223 insert_line = 0;
1224 break;
1225 case WINED3DSPSM_NEG:
1226 sprintf(outregstr, "-%s%s", regstr, swzstr);
1227 insert_line = 0;
1228 break;
1229 case WINED3DSPSM_BIAS:
1230 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1231 break;
1232 case WINED3DSPSM_BIASNEG:
1233 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1234 break;
1235 case WINED3DSPSM_SIGN:
1236 shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr);
1237 break;
1238 case WINED3DSPSM_SIGNNEG:
1239 shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr);
1240 break;
1241 case WINED3DSPSM_COMP:
1242 shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr);
1243 break;
1244 case WINED3DSPSM_X2:
1245 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1246 break;
1247 case WINED3DSPSM_X2NEG:
1248 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1249 break;
1250 case WINED3DSPSM_DZ:
1251 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1252 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1253 break;
1254 case WINED3DSPSM_DW:
1255 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1256 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1257 break;
1258 case WINED3DSPSM_ABS:
1259 if(ctx->target_version >= NV2) {
1260 sprintf(outregstr, "|%s%s|", regstr, swzstr);
1261 insert_line = 0;
1262 } else {
1263 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1265 break;
1266 case WINED3DSPSM_ABSNEG:
1267 if(ctx->target_version >= NV2) {
1268 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1269 } else {
1270 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1271 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1273 insert_line = 0;
1274 break;
1275 default:
1276 sprintf(outregstr, "%s%s", regstr, swzstr);
1277 insert_line = 0;
1280 /* Return modified or original register, with swizzle */
1281 if (insert_line)
1282 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1285 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1287 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1288 SHADER_BUFFER *buffer = ins->ctx->buffer;
1289 char dst_name[50];
1290 char src_name[2][50];
1291 DWORD sampler_code = dst->reg.idx;
1293 shader_arb_get_dst_param(ins, dst, dst_name);
1295 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1297 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1298 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1299 * temps is done.
1301 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1302 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1303 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1304 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1305 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1307 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1308 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1311 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1313 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1314 SHADER_BUFFER *buffer = ins->ctx->buffer;
1315 char dst_name[50];
1316 char src_name[3][50];
1317 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1318 ins->ctx->reg_maps->shader_version.minor);
1319 BOOL is_color;
1321 shader_arb_get_dst_param(ins, dst, dst_name);
1322 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1324 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
1325 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue)
1327 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1328 } else {
1329 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1330 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1331 shader_addline(buffer, "ADD TA, -%s, coefdiv.x;\n", src_name[0]);
1332 /* No modifiers supported on CMP */
1333 shader_addline(buffer, "CMP %s, TA, %s, %s;\n", dst_name, src_name[1], src_name[2]);
1335 /* _SAT on CMP doesn't make much sense, but it is not a pure NOP */
1336 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
1338 shader_arb_get_register_name(ins, &dst->reg, src_name[0], &is_color);
1339 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, dst_name);
1344 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1346 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1347 SHADER_BUFFER *buffer = ins->ctx->buffer;
1348 char dst_name[50];
1349 char src_name[3][50];
1350 BOOL is_color;
1352 shader_arb_get_dst_param(ins, dst, dst_name);
1354 /* Generate input register names (with modifiers) */
1355 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1356 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1357 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1359 /* No modifiers are supported on CMP */
1360 shader_addline(buffer, "CMP %s, %s, %s, %s;\n", dst_name,
1361 src_name[0], src_name[2], src_name[1]);
1363 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
1365 shader_arb_get_register_name(ins, &dst->reg, src_name[0], &is_color);
1366 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name[0]);
1370 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1371 * dst = dot2(src0, src1) + src2 */
1372 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1374 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1375 SHADER_BUFFER *buffer = ins->ctx->buffer;
1376 char dst_name[50];
1377 char src_name[3][50];
1378 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1380 shader_arb_get_dst_param(ins, dst, dst_name);
1381 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1382 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1384 if(ctx->target_version >= NV3)
1386 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1387 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1388 shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1389 dst_name, src_name[0], src_name[1], src_name[2]);
1391 else if(ctx->target_version >= NV2)
1393 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1394 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1395 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1396 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1398 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1400 * .xyxy and other swizzles that we could get with this are not valid in
1401 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1403 struct wined3d_shader_src_param tmp_param = ins->src[1];
1404 DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1405 tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1407 shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1409 shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1410 dst_name, src_name[2], src_name[0], src_name[1]);
1412 else
1414 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1415 /* Emulate a DP2 with a DP3 and 0.0. Don't use the dest as temp register, it could be src[1] or src[2]
1416 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1418 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1419 shader_addline(buffer, "MOV TA.z, 0.0;\n");
1420 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1421 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1425 /* Map the opcode 1-to-1 to the GL code */
1426 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1428 SHADER_BUFFER *buffer = ins->ctx->buffer;
1429 const char *instruction;
1430 char arguments[256], dst_str[50];
1431 unsigned int i;
1432 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1434 switch (ins->handler_idx)
1436 case WINED3DSIH_ABS: instruction = "ABS"; break;
1437 case WINED3DSIH_ADD: instruction = "ADD"; break;
1438 case WINED3DSIH_CRS: instruction = "XPD"; break;
1439 case WINED3DSIH_DP3: instruction = "DP3"; break;
1440 case WINED3DSIH_DP4: instruction = "DP4"; break;
1441 case WINED3DSIH_DST: instruction = "DST"; break;
1442 case WINED3DSIH_EXP: instruction = "EX2"; break;
1443 case WINED3DSIH_EXPP: instruction = "EXP"; break;
1444 case WINED3DSIH_FRC: instruction = "FRC"; break;
1445 case WINED3DSIH_LIT: instruction = "LIT"; break;
1446 case WINED3DSIH_LOG: instruction = "LG2"; break;
1447 case WINED3DSIH_LOGP: instruction = "LOG"; break;
1448 case WINED3DSIH_LRP: instruction = "LRP"; break;
1449 case WINED3DSIH_MAD: instruction = "MAD"; break;
1450 case WINED3DSIH_MAX: instruction = "MAX"; break;
1451 case WINED3DSIH_MIN: instruction = "MIN"; break;
1452 case WINED3DSIH_MOV: instruction = "MOV"; break;
1453 case WINED3DSIH_MUL: instruction = "MUL"; break;
1454 case WINED3DSIH_POW: instruction = "POW"; break;
1455 case WINED3DSIH_SGE: instruction = "SGE"; break;
1456 case WINED3DSIH_SLT: instruction = "SLT"; break;
1457 case WINED3DSIH_SUB: instruction = "SUB"; break;
1458 case WINED3DSIH_MOVA:instruction = "ARR"; break;
1459 case WINED3DSIH_SGN: instruction = "SSG"; break;
1460 case WINED3DSIH_DSX: instruction = "DDX"; break;
1461 default: instruction = "";
1462 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1463 break;
1466 /* Note that shader_arb_add_dst_param() adds spaces. */
1467 arguments[0] = '\0';
1468 shader_arb_get_dst_param(ins, dst, dst_str);
1469 for (i = 0; i < ins->src_count; ++i)
1471 char operand[100];
1472 strcat(arguments, ", ");
1473 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1474 strcat(arguments, operand);
1476 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1479 static void shader_hw_nop(const struct wined3d_shader_instruction *ins)
1481 SHADER_BUFFER *buffer = ins->ctx->buffer;
1482 shader_addline(buffer, "NOP;\n");
1485 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1487 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1488 BOOL pshader = shader_is_pshader_version(shader->baseShader.reg_maps.shader_version.type);
1489 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1491 SHADER_BUFFER *buffer = ins->ctx->buffer;
1492 char src0_param[256];
1494 if(ins->handler_idx == WINED3DSIH_MOVA) {
1495 struct wined3d_shader_src_param tmp_src = ins->src[0];
1496 char write_mask[6];
1498 if(ctx->target_version >= NV2) {
1499 shader_hw_map2gl(ins);
1500 return;
1502 tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1503 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1504 shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1506 /* This implements the mova formula used in GLSL. The first two instructions
1507 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1508 * in this case:
1509 * mova A0.x, 0.0
1511 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1513 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1514 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1516 shader_addline(buffer, "SGE A0_SHADOW%s, %s, mova_const.y;\n", write_mask, src0_param);
1517 shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, mova_const.z, -mova_const.w;\n", write_mask);
1519 shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1520 shader_addline(buffer, "ADD TA%s, TA, mova_const.x;\n", write_mask);
1521 shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1522 shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1524 ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1525 } else if (ins->ctx->reg_maps->shader_version.major == 1
1526 && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
1527 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1529 src0_param[0] = '\0';
1530 if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
1532 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1533 shader_addline(buffer, "ADD TA.x, %s, helper_const.z;\n", src0_param);
1534 shader_addline(buffer, "ARL A0.x, TA.x;\n");
1536 else
1538 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1539 * with more than one component. Thus replicate the first source argument over all
1540 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1541 struct wined3d_shader_src_param tmp_src = ins->src[0];
1542 tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1543 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1544 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1547 else if(ins->dst[0].reg.type == WINED3DSPR_COLOROUT && ins->dst[0].reg.idx == 0 && pshader)
1549 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) shader;
1550 if(ctx->cur_ps_args->super.srgb_correction && ps->color0_mov)
1552 shader_addline(buffer, "#mov handled in srgb write code\n");
1553 return;
1555 shader_hw_map2gl(ins);
1557 else
1559 shader_hw_map2gl(ins);
1563 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1565 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1566 SHADER_BUFFER *buffer = ins->ctx->buffer;
1567 char reg_dest[40];
1569 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1570 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1572 shader_arb_get_dst_param(ins, dst, reg_dest);
1574 if (ins->ctx->reg_maps->shader_version.major >= 2)
1576 /* The arb backend doesn't claim ps 2.0 support, but try to eat what the app feeds to us */
1577 shader_arb_get_dst_param(ins, dst, reg_dest);
1578 shader_addline(buffer, "KIL %s;\n", reg_dest);
1579 } else {
1580 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1581 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1583 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1584 * or pass in any temporary register(in shader phase 2)
1586 if(ins->ctx->reg_maps->shader_version.minor <= 3) {
1587 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx);
1588 } else {
1589 shader_arb_get_dst_param(ins, dst, reg_dest);
1591 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1592 shader_addline(buffer, "KIL TA;\n");
1596 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1598 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1599 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1600 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1601 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1602 ins->ctx->reg_maps->shader_version.minor);
1603 struct wined3d_shader_src_param src;
1605 char reg_dest[40];
1606 char reg_coord[40];
1607 DWORD reg_sampler_code;
1608 DWORD myflags = 0;
1610 /* All versions have a destination register */
1611 shader_arb_get_dst_param(ins, dst, reg_dest);
1613 /* 1.0-1.4: Use destination register number as texture code.
1614 2.0+: Use provided sampler number as texure code. */
1615 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1616 reg_sampler_code = dst->reg.idx;
1617 else
1618 reg_sampler_code = ins->src[1].reg.idx;
1620 /* 1.0-1.3: Use the texcoord varying.
1621 1.4+: Use provided coordinate source register. */
1622 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1623 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
1624 else {
1625 /* TEX is the only instruction that can handle DW and DZ natively */
1626 src = ins->src[0];
1627 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
1628 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
1629 shader_arb_get_src_param(ins, &src, 0, reg_coord);
1632 /* projection flag:
1633 * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1634 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1635 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1637 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1639 DWORD flags = 0;
1640 if(reg_sampler_code < MAX_TEXTURES) {
1641 flags = deviceImpl->stateBlock->textureState[reg_sampler_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1643 if (flags & WINED3DTTFF_PROJECTED) {
1644 myflags |= TEX_PROJ;
1647 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
1649 DWORD src_mod = ins->src[0].modifiers;
1650 if (src_mod == WINED3DSPSM_DZ) {
1651 /* TXP cannot handle DZ natively, so move the z coordinate to .w. reg_coord is a read-only
1652 * varying register, so we need a temp reg
1654 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
1655 strcpy(reg_coord, "TA");
1656 myflags |= TEX_PROJ;
1657 } else if(src_mod == WINED3DSPSM_DW) {
1658 myflags |= TEX_PROJ;
1660 } else {
1661 if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
1662 if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
1664 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
1667 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
1669 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1670 SHADER_BUFFER *buffer = ins->ctx->buffer;
1671 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1672 ins->ctx->reg_maps->shader_version.minor);
1673 char dst_str[50];
1675 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1677 DWORD reg = dst->reg.idx;
1679 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1680 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
1681 } else {
1682 char reg_src[40];
1684 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
1685 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1686 shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
1690 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
1692 SHADER_BUFFER *buffer = ins->ctx->buffer;
1693 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1694 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1695 DWORD flags;
1697 DWORD reg1 = ins->dst[0].reg.idx;
1698 char dst_str[50];
1699 char src_str[50];
1701 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
1702 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1703 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1704 /* Move .x first in case src_str is "TA" */
1705 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
1706 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
1707 flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1708 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
1711 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
1713 SHADER_BUFFER *buffer = ins->ctx->buffer;
1715 DWORD reg1 = ins->dst[0].reg.idx;
1716 char dst_str[50];
1717 char src_str[50];
1719 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
1720 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1721 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1722 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
1723 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
1724 shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
1727 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
1729 DWORD reg1 = ins->dst[0].reg.idx;
1730 char dst_str[50];
1731 char src_str[50];
1733 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
1734 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1735 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1736 shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
1739 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
1741 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1742 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1743 SHADER_BUFFER *buffer = ins->ctx->buffer;
1744 char reg_coord[40], dst_reg[50], src_reg[50];
1745 DWORD reg_dest_code;
1747 /* All versions have a destination register. The Tx where the texture coordinates come
1748 * from is the varying incarnation of the texture register
1750 reg_dest_code = dst->reg.idx;
1751 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
1752 shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
1753 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
1755 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1756 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
1758 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
1759 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
1761 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
1762 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
1763 * extension.
1765 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
1766 shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
1767 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
1768 shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
1770 /* with projective textures, texbem only divides the static texture coord, not the displacement,
1771 * so we can't let the GL handle this.
1773 if (((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS]
1774 & WINED3DTTFF_PROJECTED) {
1775 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
1776 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
1777 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
1778 } else {
1779 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
1782 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
1784 if (ins->handler_idx == WINED3DSIH_TEXBEML)
1786 /* No src swizzles are allowed, so this is ok */
1787 shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
1788 src_reg, reg_dest_code, reg_dest_code);
1789 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
1793 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
1795 DWORD reg = ins->dst[0].reg.idx;
1796 SHADER_BUFFER *buffer = ins->ctx->buffer;
1797 char src0_name[50], dst_name[50];
1798 BOOL is_color;
1799 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
1801 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1802 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
1803 * T<reg+1> register. Use this register to store the calculated vector
1805 tmp_reg.idx = reg + 1;
1806 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
1807 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
1810 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
1812 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1813 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1814 DWORD flags;
1815 DWORD reg = ins->dst[0].reg.idx;
1816 SHADER_BUFFER *buffer = ins->ctx->buffer;
1817 char dst_str[50];
1818 char src0_name[50];
1819 char dst_reg[50];
1820 BOOL is_color;
1822 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
1823 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
1825 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1826 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1827 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
1828 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1829 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
1832 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
1834 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1835 DWORD reg = ins->dst[0].reg.idx;
1836 SHADER_BUFFER *buffer = ins->ctx->buffer;
1837 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1838 char src0_name[50], dst_name[50];
1839 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
1840 BOOL is_color;
1842 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
1843 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
1844 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
1846 tmp_reg.idx = reg + 2 - current_state->current_row;
1847 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
1849 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1850 shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
1851 dst_name, 'x' + current_state->current_row, reg, src0_name);
1852 current_state->texcoord_w[current_state->current_row++] = reg;
1855 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
1857 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1858 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1859 DWORD flags;
1860 DWORD reg = ins->dst[0].reg.idx;
1861 SHADER_BUFFER *buffer = ins->ctx->buffer;
1862 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1863 char dst_str[50];
1864 char src0_name[50], dst_name[50];
1865 BOOL is_color;
1867 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
1868 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1869 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
1871 /* Sample the texture using the calculated coordinates */
1872 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1873 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1874 shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
1875 current_state->current_row = 0;
1878 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
1880 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1881 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1882 DWORD flags;
1883 DWORD reg = ins->dst[0].reg.idx;
1884 SHADER_BUFFER *buffer = ins->ctx->buffer;
1885 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1886 char dst_str[50];
1887 char src0_name[50];
1888 char dst_reg[8];
1889 BOOL is_color;
1891 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
1892 * components for temporary data storage
1894 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
1895 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1896 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
1898 /* Construct the eye-ray vector from w coordinates */
1899 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", current_state->texcoord_w[0]);
1900 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", current_state->texcoord_w[1]);
1901 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
1903 /* Calculate reflection vector
1905 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
1906 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
1907 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
1908 shader_addline(buffer, "RCP TB.w, TB.w;\n");
1909 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
1910 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
1911 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
1913 /* Sample the texture using the calculated coordinates */
1914 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1915 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1916 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
1917 current_state->current_row = 0;
1920 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
1922 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1923 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1924 DWORD flags;
1925 DWORD reg = ins->dst[0].reg.idx;
1926 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1927 SHADER_BUFFER *buffer = ins->ctx->buffer;
1928 char dst_str[50];
1929 char src0_name[50];
1930 char src1_name[50];
1931 char dst_reg[8];
1932 BOOL is_color;
1934 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1935 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
1936 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
1937 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
1938 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
1940 /* Calculate reflection vector.
1942 * dot(N, E)
1943 * dst_reg.xyz = 2 * --------- * N - E
1944 * dot(N, N)
1946 * Which normalizes the normal vector
1948 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
1949 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
1950 shader_addline(buffer, "RCP TC.w, TC.w;\n");
1951 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
1952 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
1953 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
1955 /* Sample the texture using the calculated coordinates */
1956 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1957 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1958 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
1959 current_state->current_row = 0;
1962 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
1964 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1965 SHADER_BUFFER *buffer = ins->ctx->buffer;
1966 char dst_name[50];
1968 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
1969 * which is essentially an input, is the destination register because it is the first
1970 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
1971 * here(writemasks/swizzles are not valid on texdepth)
1973 shader_arb_get_dst_param(ins, dst, dst_name);
1975 /* According to the msdn, the source register(must be r5) is unusable after
1976 * the texdepth instruction, so we're free to modify it
1978 shader_addline(buffer, "MIN %s.y, %s.y, one.y;\n", dst_name, dst_name);
1980 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1981 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1982 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1984 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
1985 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
1986 shader_addline(buffer, "MIN TA.x, TA.x, one.x;\n");
1987 shader_addline(buffer, "MAX result.depth, TA.x, 0.0;\n");
1990 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
1991 * Take a 3-component dot product of the TexCoord[dstreg] and src,
1992 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
1993 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
1995 SHADER_BUFFER *buffer = ins->ctx->buffer;
1996 DWORD sampler_idx = ins->dst[0].reg.idx;
1997 char src0[50];
1998 char dst_str[50];
2000 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2001 shader_addline(buffer, "MOV TB, 0.0;\n");
2002 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2004 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2005 shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
2008 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2009 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2010 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
2012 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2013 char src0[50];
2014 char dst_str[50];
2015 SHADER_BUFFER *buffer = ins->ctx->buffer;
2017 /* Handle output register */
2018 shader_arb_get_dst_param(ins, dst, dst_str);
2019 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2020 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx, src0);
2023 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2024 * Perform the 3rd row of a 3x3 matrix multiply */
2025 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
2027 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2028 SHADER_BUFFER *buffer = ins->ctx->buffer;
2029 char dst_str[50], dst_name[50];
2030 char src0[50];
2031 BOOL is_color;
2033 shader_arb_get_dst_param(ins, dst, dst_str);
2034 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2035 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2036 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
2037 shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2040 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2041 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2042 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2043 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2045 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
2047 SHADER_BUFFER *buffer = ins->ctx->buffer;
2048 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2049 char src0[50], dst_name[50];
2050 BOOL is_color;
2052 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2053 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2054 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
2056 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2057 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2058 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2060 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2061 shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2062 shader_addline(buffer, "MIN %s.x, %s.x, one.x;\n", dst_name, dst_name);
2063 shader_addline(buffer, "MAX result.depth, %s.x, 0.0;\n", dst_name);
2066 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2067 Vertex/Pixel shaders to ARB_vertex_program codes */
2068 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
2070 int i;
2071 int nComponents = 0;
2072 struct wined3d_shader_dst_param tmp_dst = {{0}};
2073 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2074 struct wined3d_shader_instruction tmp_ins;
2076 memset(&tmp_ins, 0, sizeof(tmp_ins));
2078 /* Set constants for the temporary argument */
2079 tmp_ins.ctx = ins->ctx;
2080 tmp_ins.dst_count = 1;
2081 tmp_ins.dst = &tmp_dst;
2082 tmp_ins.src_count = 2;
2083 tmp_ins.src = tmp_src;
2085 switch(ins->handler_idx)
2087 case WINED3DSIH_M4x4:
2088 nComponents = 4;
2089 tmp_ins.handler_idx = WINED3DSIH_DP4;
2090 break;
2091 case WINED3DSIH_M4x3:
2092 nComponents = 3;
2093 tmp_ins.handler_idx = WINED3DSIH_DP4;
2094 break;
2095 case WINED3DSIH_M3x4:
2096 nComponents = 4;
2097 tmp_ins.handler_idx = WINED3DSIH_DP3;
2098 break;
2099 case WINED3DSIH_M3x3:
2100 nComponents = 3;
2101 tmp_ins.handler_idx = WINED3DSIH_DP3;
2102 break;
2103 case WINED3DSIH_M3x2:
2104 nComponents = 2;
2105 tmp_ins.handler_idx = WINED3DSIH_DP3;
2106 break;
2107 default:
2108 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2109 break;
2112 tmp_dst = ins->dst[0];
2113 tmp_src[0] = ins->src[0];
2114 tmp_src[1] = ins->src[1];
2115 for (i = 0; i < nComponents; i++) {
2116 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2117 shader_hw_map2gl(&tmp_ins);
2118 ++tmp_src[1].reg.idx;
2122 static void shader_hw_rsq_rcp(const struct wined3d_shader_instruction *ins)
2124 SHADER_BUFFER *buffer = ins->ctx->buffer;
2125 const char *instruction;
2127 char dst[50];
2128 char src[50];
2130 switch(ins->handler_idx)
2132 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
2133 case WINED3DSIH_RCP: instruction = "RCP"; break;
2134 default: instruction = "";
2135 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2136 break;
2139 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2140 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2141 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2143 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2144 * .w is used
2146 strcat(src, ".w");
2149 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
2152 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
2154 SHADER_BUFFER *buffer = ins->ctx->buffer;
2155 char dst_name[50];
2156 char src_name[50];
2157 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2158 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
2160 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2161 shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
2163 if(pshader && priv->target_version >= NV3)
2165 shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2167 else
2169 shader_addline(buffer, "DP3 TA, %s, %s;\n", src_name, src_name);
2170 shader_addline(buffer, "RSQ TA, TA.x;\n");
2171 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2172 shader_addline(buffer, "MUL%s %s, %s, TA;\n", shader_arb_get_modifier(ins), dst_name,
2173 src_name);
2177 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2179 SHADER_BUFFER *buffer = ins->ctx->buffer;
2180 char dst_name[50];
2181 char src_name[3][50];
2183 /* ARB_fragment_program has a convenient LRP instruction */
2184 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2185 shader_hw_map2gl(ins);
2186 return;
2189 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2190 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2191 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2192 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2194 shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2195 shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2196 dst_name, src_name[0], src_name[2]);
2199 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2201 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2202 * must contain fixed constants. So we need a separate function to filter those constants and
2203 * can't use map2gl
2205 SHADER_BUFFER *buffer = ins->ctx->buffer;
2206 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2207 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2208 char dst_name[50];
2209 char src_name0[50], src_name1[50], src_name2[50];
2210 BOOL is_color;
2212 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2213 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2214 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2215 /* No modifiers are supported on SCS */
2216 shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2218 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
2220 shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
2221 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2223 } else if(priv->target_version >= NV2) {
2224 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2226 /* Sincos writemask must be .x, .y or .xy */
2227 if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2228 shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2229 if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2230 shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2231 } else {
2232 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2233 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2235 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2236 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2238 * The constants we get are:
2240 * +1 +1, -1 -1 +1 +1 -1 -1
2241 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2242 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2244 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2246 * (x/2)^2 = x^2 / 4
2247 * (x/2)^3 = x^3 / 8
2248 * (x/2)^4 = x^4 / 16
2249 * (x/2)^5 = x^5 / 32
2250 * etc
2252 * To get the final result:
2253 * sin(x) = 2 * sin(x/2) * cos(x/2)
2254 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2255 * (from sin(x+y) and cos(x+y) rules)
2257 * As per MSDN, dst.z is undefined after the operation, and so is
2258 * dst.x and dst.y if they're masked out by the writemask. Ie
2259 * sincos dst.y, src1, c0, c1
2260 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2261 * vsa.exe also stops with an error if the dest register is the same register as the source
2262 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2263 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2265 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2266 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2267 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2269 shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
2270 shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
2271 shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
2272 shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
2273 shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
2274 shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
2276 /* sin(x/2)
2278 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2279 * properly merge that with MULs in the code above?
2280 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2281 * we can merge the sine and cosine MAD rows to calculate them together.
2283 shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2284 shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2285 shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2286 shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2288 /* cos(x/2) */
2289 shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2290 shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2291 shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2293 if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2294 /* cos x */
2295 shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2296 shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2298 if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2299 /* sin x */
2300 shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2301 shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2306 /* GL locking is done by the caller */
2307 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2309 SHADER_BUFFER *buffer = ins->ctx->buffer;
2310 char dst_name[50];
2311 char src_name[50];
2312 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2314 /* SGN is only valid in vertex shaders */
2315 if(ctx->target_version == NV2) {
2316 shader_hw_map2gl(ins);
2317 return;
2319 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2320 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2322 FIXME("Emulated SGN untested\n");
2323 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2324 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2326 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2327 shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2328 } else {
2329 shader_addline(buffer, "SLT TB, -%s, %s;\n", src_name, src_name);
2330 shader_addline(buffer, "SLT TC, %s, -%s;\n", src_name, src_name);
2331 shader_addline(buffer, "ADD %s, TB, -TC;\n", dst_name);
2335 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2337 SHADER_BUFFER *buffer = ins->ctx->buffer;
2338 char src[50];
2339 char dst[50];
2340 char dst_name[50];
2341 BOOL is_color;
2343 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2344 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2345 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2347 shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2348 shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2351 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2353 SHADER_BUFFER *buffer = ins->ctx->buffer;
2354 char src_name[50];
2355 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2357 /* src0 is aL */
2358 shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2360 if(vshader)
2362 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2363 struct list *e = list_head(&priv->control_frames);
2364 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2366 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2367 /* The constant loader makes sure to load -1 into iX.w */
2368 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2369 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->loop_no);
2370 shader_addline(buffer, "loop_%u_start:\n", control_frame->loop_no);
2372 else
2374 shader_addline(buffer, "LOOP %s;\n", src_name);
2378 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2380 SHADER_BUFFER *buffer = ins->ctx->buffer;
2381 char src_name[50];
2382 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2384 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2386 /* The constant loader makes sure to load -1 into iX.w */
2387 if(vshader)
2389 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2390 struct list *e = list_head(&priv->control_frames);
2391 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2393 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2395 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2396 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->loop_no);
2397 shader_addline(buffer, "loop_%u_start:\n", control_frame->loop_no);
2399 else
2401 shader_addline(buffer, "REP %s;\n", src_name);
2405 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2407 SHADER_BUFFER *buffer = ins->ctx->buffer;
2408 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2410 if(vshader)
2412 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2413 struct list *e = list_head(&priv->control_frames);
2414 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2416 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2417 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->loop_no);
2418 shader_addline(buffer, "loop_%u_end:\n", control_frame->loop_no);
2420 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2422 else
2424 shader_addline(buffer, "ENDLOOP;\n");
2428 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2430 SHADER_BUFFER *buffer = ins->ctx->buffer;
2431 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2433 if(vshader)
2435 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2436 struct list *e = list_head(&priv->control_frames);
2437 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2439 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2440 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->loop_no);
2441 shader_addline(buffer, "loop_%u_end:\n", control_frame->loop_no);
2443 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2445 else
2447 shader_addline(buffer, "ENDREP;\n");
2451 static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2453 struct control_frame *control_frame;
2455 LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
2457 if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
2459 ERR("Could not find loop for break\n");
2460 return NULL;
2463 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2465 SHADER_BUFFER *buffer = ins->ctx->buffer;
2466 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2467 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2469 if(vshader)
2471 shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->loop_no);
2473 else
2475 shader_addline(buffer, "BRK;\n");
2479 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
2481 SHADER_BUFFER *buffer = ins->ctx->buffer;
2482 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2483 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2484 char src_name0[50];
2485 char src_name1[50];
2486 const char *comp;
2488 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2489 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2491 switch (ins->flags)
2493 case COMPARISON_GT: comp = "GT"; break;
2494 case COMPARISON_EQ: comp = "EQ"; break;
2495 case COMPARISON_GE: comp = "GE"; break;
2496 case COMPARISON_LT: comp = "LT"; break;
2497 case COMPARISON_NE: comp = "NE"; break;
2498 case COMPARISON_LE: comp = "LE"; break;
2499 default:
2500 FIXME("Unrecognized comparison value: %u\n", ins->flags);
2501 comp = "(\?\?)";
2504 if(vshader)
2506 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
2507 * away the subtraction result
2509 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2510 shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->loop_no, comp);
2512 else
2514 shader_addline(buffer, "SUBC CC, %s, %s;\n", src_name0, src_name1);
2515 shader_addline(buffer, "BRK (%s.x);\n", comp);
2519 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
2521 SHADER_BUFFER *buffer = ins->ctx->buffer;
2522 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2523 struct list *e = list_head(&priv->control_frames);
2524 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2525 const char *comp;
2526 char src_name0[50];
2527 char src_name1[50];
2528 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2530 /* Invert the flag. We jump to the else label if the condition is NOT true */
2531 switch(ins->flags)
2533 case COMPARISON_GT: comp = "LE"; break;
2534 case COMPARISON_EQ: comp = "NE"; break;
2535 case COMPARISON_GE: comp = "LT"; break;
2536 case COMPARISON_LT: comp = "GE"; break;
2537 case COMPARISON_NE: comp = "EQ"; break;
2538 case COMPARISON_LE: comp = "GT"; break;
2539 default:
2540 FIXME("Unrecognized comparison value: %u\n", ins->flags);
2541 comp = "\?\?";
2544 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2545 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2547 if(vshader)
2549 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2550 shader_addline(buffer, "BRA ifc_%u_endif (%s.x);\n", control_frame->ifc_no, comp);
2552 else
2554 shader_addline(buffer, "SUBC CC, %s, %s;\n", src_name0, src_name1);
2555 shader_addline(buffer, "IF %s.x;\n", comp);
2559 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
2561 SHADER_BUFFER *buffer = ins->ctx->buffer;
2562 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2563 struct list *e = list_head(&priv->control_frames);
2564 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2565 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2567 if(vshader)
2569 shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->ifc_no);
2570 shader_addline(buffer, "ifc_%u_else:\n", control_frame->ifc_no);
2571 control_frame->had_else = TRUE;
2573 else
2575 shader_addline(buffer, "ELSE;\n");
2579 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
2581 SHADER_BUFFER *buffer = ins->ctx->buffer;
2582 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2583 struct list *e = list_head(&priv->control_frames);
2584 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2585 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2587 if(vshader)
2589 if(control_frame->had_else)
2591 shader_addline(buffer, "ifc_%u_endif:\n", control_frame->ifc_no);
2593 else
2595 shader_addline(buffer, "#No else branch. else is endif\n");
2596 shader_addline(buffer, "ifc_%u_else:\n", control_frame->ifc_no);
2599 else
2601 shader_addline(buffer, "ENDIF;\n");
2605 static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
2607 DWORD sampler_idx = ins->src[1].reg.idx;
2608 char reg_dest[40];
2609 char reg_src[3][40];
2610 DWORD flags = TEX_DERIV;
2612 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
2613 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
2614 shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
2615 shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
2617 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
2618 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
2620 shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
2623 static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
2625 DWORD sampler_idx = ins->src[1].reg.idx;
2626 char reg_dest[40];
2627 char reg_coord[40];
2628 DWORD flags = TEX_LOD;
2630 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
2631 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
2633 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
2634 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
2636 shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
2639 static GLuint create_arb_blt_vertex_program(const WineD3D_GL_Info *gl_info)
2641 GLuint program_id = 0;
2642 const char *blt_vprogram =
2643 "!!ARBvp1.0\n"
2644 "PARAM c[1] = { { 1, 0.5 } };\n"
2645 "MOV result.position, vertex.position;\n"
2646 "MOV result.color, c[0].x;\n"
2647 "MOV result.texcoord[0], vertex.texcoord[0];\n"
2648 "END\n";
2650 GL_EXTCALL(glGenProgramsARB(1, &program_id));
2651 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
2652 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_vprogram), blt_vprogram));
2654 if (glGetError() == GL_INVALID_OPERATION) {
2655 GLint pos;
2656 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
2657 FIXME("Vertex program error at position %d: %s\n", pos,
2658 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2661 return program_id;
2664 /* GL locking is done by the caller */
2665 static GLuint create_arb_blt_fragment_program(const WineD3D_GL_Info *gl_info, enum tex_types tex_type)
2667 GLuint program_id = 0;
2668 static const char * const blt_fprograms[tex_type_count] =
2670 /* tex_1d */
2671 NULL,
2672 /* tex_2d */
2673 "!!ARBfp1.0\n"
2674 "TEMP R0;\n"
2675 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
2676 "MOV result.depth.z, R0.x;\n"
2677 "END\n",
2678 /* tex_3d */
2679 NULL,
2680 /* tex_cube */
2681 "!!ARBfp1.0\n"
2682 "TEMP R0;\n"
2683 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
2684 "MOV result.depth.z, R0.x;\n"
2685 "END\n",
2686 /* tex_rect */
2687 "!!ARBfp1.0\n"
2688 "TEMP R0;\n"
2689 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
2690 "MOV result.depth.z, R0.x;\n"
2691 "END\n",
2694 if (!blt_fprograms[tex_type])
2696 FIXME("tex_type %#x not supported\n", tex_type);
2697 tex_type = tex_2d;
2700 GL_EXTCALL(glGenProgramsARB(1, &program_id));
2701 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
2702 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_fprograms[tex_type]), blt_fprograms[tex_type]));
2704 if (glGetError() == GL_INVALID_OPERATION) {
2705 GLint pos;
2706 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
2707 FIXME("Fragment program error at position %d: %s\n", pos,
2708 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2711 return program_id;
2714 static void arbfp_add_sRGB_correction(SHADER_BUFFER *buffer, const char *fragcolor, const char *tmp1,
2715 const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode) {
2716 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
2718 if(condcode)
2720 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
2721 shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.y;\n", tmp1, fragcolor);
2722 /* Calculate the > 0.0031308 case */
2723 shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts1.z;\n", fragcolor, fragcolor);
2724 shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts1.z;\n", fragcolor, fragcolor);
2725 shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts1.z;\n", fragcolor, fragcolor);
2726 shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts1.w;\n", fragcolor, fragcolor);
2727 shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts2.x;\n", fragcolor, fragcolor);
2728 /* Calculate the < case */
2729 shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts1.x, %s;\n", fragcolor, fragcolor);
2731 else
2733 /* Calculate the > 0.0031308 case */
2734 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1, fragcolor);
2735 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1, fragcolor);
2736 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1, fragcolor);
2737 shader_addline(buffer, "MUL %s, %s, srgb_consts1.w;\n", tmp1, tmp1);
2738 shader_addline(buffer, "SUB %s, %s, srgb_consts2.x;\n", tmp1, tmp1);
2739 /* Calculate the < case */
2740 shader_addline(buffer, "MUL %s, srgb_consts1.x, %s;\n", tmp2, fragcolor);
2741 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
2742 shader_addline(buffer, "SLT %s, srgb_consts1.y, %s;\n", tmp3, fragcolor);
2743 shader_addline(buffer, "SGE %s, srgb_consts1.y, %s;\n", tmp4, fragcolor);
2744 /* Store the components > 0.0031308 in the destination */
2745 shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
2746 /* Add the components that are < 0.0031308 */
2747 shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
2748 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
2749 * result.color writes(.rgb first, then .a), or handle overwriting already written
2750 * components. The assembler uses a temporary register in this case, which is usually
2751 * not allocated from one of our registers that were used earlier.
2754 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
2755 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
2758 static const DWORD *find_loop_control_values(IWineD3DBaseShaderImpl *This, DWORD idx)
2760 const local_constant *constant;
2762 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsI, local_constant, entry)
2764 if (constant->idx == idx)
2766 return constant->value;
2769 return NULL;
2772 static void init_ps_input(const IWineD3DPixelShaderImpl *This, const struct arb_ps_compile_args *args,
2773 struct shader_arb_ctx_priv *priv)
2775 const char *texcoords[8] =
2777 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
2778 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
2780 unsigned int i;
2781 const struct wined3d_shader_signature_element *sig = This->input_signature;
2782 const char *semantic_name;
2783 DWORD semantic_idx;
2785 switch(args->super.vp_mode)
2787 case pretransformed:
2788 case fixedfunction:
2789 /* The pixelshader has to collect the varyings on its own. In any case properly load
2790 * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
2791 * other attribs to 0.0.
2793 * For fixedfunction this behavior is correct, according to the tests. For pretransformed
2794 * we'd either need a replacement shader that can load other attribs like BINORMAL, or
2795 * load the texcoord attrib pointers to match the pixel shader signature
2797 for(i = 0; i < MAX_REG_INPUT; i++)
2799 semantic_name = sig[i].semantic_name;
2800 semantic_idx = sig[i].semantic_idx;
2801 if(semantic_name == NULL) continue;
2803 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
2805 if(semantic_idx == 0) priv->ps_input[i] = "fragment.color.primary";
2806 else if(semantic_idx == 1) priv->ps_input[i] = "fragment.color.secondary";
2807 else priv->ps_input[i] = "0.0";
2809 else if(args->super.vp_mode == fixedfunction)
2811 priv->ps_input[i] = "0.0";
2813 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
2815 if(semantic_idx < 8) priv->ps_input[i] = texcoords[semantic_idx];
2816 else priv->ps_input[i] = "0.0";
2818 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
2820 if(semantic_idx == 0) priv->ps_input[i] = "fragment.fogcoord";
2821 else priv->ps_input[i] = "0.0";
2823 else
2825 priv->ps_input[i] = "0.0";
2828 TRACE("v%u, semantic %s%u is %s\n", i, semantic_name, semantic_idx, priv->ps_input[i]);
2830 break;
2832 case vertexshader:
2833 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
2834 * fragment.color
2836 for(i = 0; i < 8; i++)
2838 priv->ps_input[i] = texcoords[i];
2840 priv->ps_input[8] = "fragment.color.primary";
2841 priv->ps_input[9] = "fragment.color.secondary";
2842 break;
2846 /* GL locking is done by the caller */
2847 static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This,
2848 SHADER_BUFFER *buffer, const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
2850 const shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
2851 CONST DWORD *function = This->baseShader.function;
2852 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
2853 const local_constant *lconst;
2854 GLuint retval;
2855 char fragcolor[16];
2856 DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This), next_local, cur;
2857 struct shader_arb_ctx_priv priv_ctx;
2858 BOOL dcl_tmp = args->super.srgb_correction, dcl_td = FALSE;
2859 BOOL want_nv_prog = FALSE;
2860 struct arb_pshader_private *shader_priv = This->backend_priv;
2862 char srgbtmp[4][4];
2863 unsigned int i, found = 0;
2865 for(i = 0; i < This->baseShader.limits.temporary; i++) {
2867 /* Don't overwrite the color source */
2868 if(This->color0_mov && i == This->color0_reg) continue;
2869 else if(reg_maps->shader_version.major < 2 && i == 0) continue;
2871 if(reg_maps->temporary[i]) {
2872 sprintf(srgbtmp[found], "R%u", i);
2873 found++;
2874 if(found == 4) break;
2878 switch(found) {
2879 case 4: dcl_tmp = FALSE; break;
2880 case 0:
2881 sprintf(srgbtmp[0], "TA");
2882 sprintf(srgbtmp[1], "TB");
2883 sprintf(srgbtmp[2], "TC");
2884 sprintf(srgbtmp[3], "TD");
2885 dcl_td = TRUE;
2886 break;
2887 case 1:
2888 sprintf(srgbtmp[1], "TA");
2889 sprintf(srgbtmp[2], "TB");
2890 sprintf(srgbtmp[3], "TC");
2891 break;
2892 case 2:
2893 sprintf(srgbtmp[2], "TA");
2894 sprintf(srgbtmp[3], "TB");
2895 break;
2896 case 3:
2897 sprintf(srgbtmp[3], "TA");
2898 break;
2901 /* Create the hw ARB shader */
2902 memset(&priv_ctx, 0, sizeof(priv_ctx));
2903 priv_ctx.cur_ps_args = args;
2904 priv_ctx.compiled_fprog = compiled;
2905 init_ps_input(This, args, &priv_ctx);
2906 list_init(&priv_ctx.control_frames);
2908 /* Avoid enabling NV_fragment_program* if we do not need it.
2910 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
2911 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
2912 * is faster than what we gain from using higher native instructions. There are some things though
2913 * that cannot be emulated. In that case enable the extensions.
2914 * If the extension is enabled, instruction handlers that support both ways will use it.
2916 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
2917 * So enable the best we can get.
2919 if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
2920 reg_maps->usestexldl || reg_maps->usesfacing)
2922 want_nv_prog = TRUE;
2925 shader_addline(buffer, "!!ARBfp1.0\n");
2926 if(want_nv_prog && GL_SUPPORT(NV_FRAGMENT_PROGRAM2)) {
2927 shader_addline(buffer, "OPTION NV_fragment_program2;\n");
2928 priv_ctx.target_version = NV3;
2929 } else if(want_nv_prog && GL_SUPPORT(NV_FRAGMENT_PROGRAM_OPTION)) {
2930 shader_addline(buffer, "OPTION NV_fragment_program;\n");
2931 priv_ctx.target_version = NV2;
2932 } else {
2933 if(want_nv_prog)
2935 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
2936 * limits properly
2938 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
2939 ERR("Try GLSL\n");
2941 priv_ctx.target_version = ARB;
2944 if (reg_maps->shader_version.major < 3)
2946 switch(args->super.fog) {
2947 case FOG_OFF:
2948 break;
2949 case FOG_LINEAR:
2950 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
2951 break;
2952 case FOG_EXP:
2953 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
2954 break;
2955 case FOG_EXP2:
2956 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
2957 break;
2961 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
2962 * unused temps away(but occupies them for the whole shader if they're used once). Always
2963 * declaring them avoids tricky bookkeeping work
2965 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
2966 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
2967 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
2968 if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
2969 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
2970 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
2971 shader_addline(buffer, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
2973 if (reg_maps->shader_version.major < 2)
2975 strcpy(fragcolor, "R0");
2976 } else {
2977 if(args->super.srgb_correction) {
2978 if(This->color0_mov) {
2979 sprintf(fragcolor, "R%u", This->color0_reg);
2980 } else {
2981 shader_addline(buffer, "TEMP TMP_COLOR;\n");
2982 strcpy(fragcolor, "TMP_COLOR");
2984 } else {
2985 strcpy(fragcolor, "result.color");
2989 if(args->super.srgb_correction) {
2990 shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
2991 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
2992 shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
2993 srgb_sub_high, 0.0, 0.0, 0.0);
2996 /* Base Declarations */
2997 next_local = shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION,
2998 lconst_map, NULL, &priv_ctx);
3000 for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
3001 if(!reg_maps->bumpmat[i]) continue;
3003 cur = compiled->numbumpenvmatconsts;
3004 compiled->bumpenvmatconst[cur].const_num = WINED3D_CONST_NUM_UNUSED;
3005 compiled->bumpenvmatconst[cur].texunit = i;
3006 compiled->luminanceconst[cur].const_num = WINED3D_CONST_NUM_UNUSED;
3007 compiled->luminanceconst[cur].texunit = i;
3009 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3010 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3011 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3012 * textures due to conditional NP2 restrictions)
3014 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3015 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3016 * their location is shader dependent anyway and they cannot be loaded globally.
3018 compiled->bumpenvmatconst[cur].const_num = next_local++;
3019 shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
3020 i, compiled->bumpenvmatconst[cur].const_num);
3021 compiled->numbumpenvmatconsts = cur + 1;
3023 if(!reg_maps->luminanceparams[i]) continue;
3025 compiled->luminanceconst[cur].const_num = next_local++;
3026 shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
3027 i, compiled->luminanceconst[cur].const_num);
3030 for(i = 0; i < MAX_CONST_I; i++)
3032 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3033 if (reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
3035 const DWORD *control_values = find_loop_control_values((IWineD3DBaseShaderImpl *) This, i);
3037 if(control_values)
3039 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3040 control_values[0], control_values[1], control_values[2]);
3042 else
3044 compiled->int_consts[i] = next_local;
3045 compiled->num_int_consts++;
3046 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3051 if(reg_maps->vpos || reg_maps->usesdsy)
3053 compiled->ycorrection = next_local;
3054 shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
3056 if(reg_maps->vpos)
3058 shader_addline(buffer, "TEMP vpos;\n");
3059 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3060 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3061 * ycorrection.z: 1.0
3062 * ycorrection.w: 0.0
3064 shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3065 shader_addline(buffer, "FLR vpos.xy, vpos;\n");
3068 else
3070 compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
3073 if(shader_priv->clipplane_emulation)
3075 shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation - 1);
3078 /* Base Shader Body */
3079 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
3081 if(args->super.srgb_correction) {
3082 arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
3083 priv_ctx.target_version >= NV2);
3084 } else if(reg_maps->shader_version.major < 2) {
3085 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3087 shader_addline(buffer, "END\n");
3089 /* TODO: change to resource.glObjectHandle or something like that */
3090 GL_EXTCALL(glGenProgramsARB(1, &retval));
3092 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
3093 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
3095 TRACE("Created hw pixel shader, prg=%d\n", retval);
3096 /* Create the program and check for errors */
3097 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3098 buffer->bsize, buffer->buffer));
3100 if (glGetError() == GL_INVALID_OPERATION) {
3101 GLint errPos;
3102 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
3103 FIXME("HW PixelShader Error at position %d: %s\n",
3104 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3105 retval = 0;
3108 /* Load immediate constants */
3109 if(lconst_map) {
3110 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
3111 const float *value = (const float *)lconst->value;
3112 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst_map[lconst->idx], value));
3113 checkGLcall("glProgramLocalParameter4fvARB");
3115 HeapFree(GetProcessHeap(), 0, lconst_map);
3118 return retval;
3121 static int compare_sig(const struct wined3d_shader_signature_element *sig1, const struct wined3d_shader_signature_element *sig2)
3123 unsigned int i;
3124 int ret;
3126 for(i = 0; i < MAX_REG_INPUT; i++)
3128 if(sig1[i].semantic_name == NULL || sig2[i].semantic_name == NULL)
3130 /* Compare pointers, not contents. One string is NULL(element does not exist), the other one is not NULL */
3131 if(sig1[i].semantic_name != sig2[i].semantic_name) return sig1[i].semantic_name < sig2[i].semantic_name ? -1 : 1;
3132 continue;
3135 ret = strcmp(sig1[i].semantic_name, sig2[i].semantic_name);
3136 if(ret != 0) return ret;
3137 if(sig1[i].semantic_idx != sig2[i].semantic_idx) return sig1[i].semantic_idx < sig2[i].semantic_idx ? -1 : 1;
3138 if(sig1[i].sysval_semantic != sig2[i].sysval_semantic) return sig1[i].sysval_semantic < sig2[i].sysval_semantic ? -1 : 1;
3139 if(sig1[i].component_type != sig2[i].component_type) return sig1[i].sysval_semantic < sig2[i].component_type ? -1 : 1;
3140 if(sig1[i].register_idx != sig2[i].register_idx) return sig1[i].register_idx < sig2[i].register_idx ? -1 : 1;
3141 if(sig1[i].mask != sig2->mask) return sig1[i].mask < sig2[i].mask ? -1 : 1;
3143 return 0;
3146 static struct wined3d_shader_signature_element *clone_sig(const struct wined3d_shader_signature_element *sig)
3148 struct wined3d_shader_signature_element *new;
3149 int i;
3150 char *name;
3152 new = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*new) * MAX_REG_INPUT);
3153 for(i = 0; i < MAX_REG_INPUT; i++)
3155 if(sig[i].semantic_name == NULL)
3157 continue;
3160 new[i] = sig[i];
3161 /* Clone the semantic string */
3162 name = HeapAlloc(GetProcessHeap(), 0, strlen(sig[i].semantic_name) + 1);
3163 strcpy(name, sig[i].semantic_name);
3164 new[i].semantic_name = name;
3166 return new;
3169 static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature_element *sig)
3171 struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
3172 struct ps_signature *found_sig;
3174 if(entry != NULL)
3176 found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
3177 TRACE("Found existing signature %u\n", found_sig->idx);
3178 return found_sig->idx;
3180 found_sig = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*sig));
3181 found_sig->sig = clone_sig(sig);
3182 found_sig->idx = priv->ps_sig_number++;
3183 TRACE("New signature stored and assigned number %u\n", found_sig->idx);
3184 if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
3186 ERR("Failed to insert program entry.\n");
3188 return found_sig->idx;
3191 static void init_output_registers(IWineD3DVertexShaderImpl *shader, DWORD sig_num, struct shader_arb_ctx_priv *priv_ctx)
3193 unsigned int i, j;
3194 static const char *texcoords[8] =
3196 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3197 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3199 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) shader->baseShader.device;
3200 const struct wined3d_shader_signature_element *sig;
3201 const char *semantic_name;
3202 DWORD semantic_idx, reg_idx;
3204 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3205 * and varying 9 to result.color.secondary
3207 const char *decl_idx_to_string[MAX_REG_INPUT] =
3209 texcoords[0], texcoords[1], texcoords[2], texcoords[3],
3210 texcoords[4], texcoords[5], texcoords[6], texcoords[7],
3211 "result.color.primary", "result.color.secondary"
3214 if(sig_num == ~0)
3216 TRACE("Pixel shader uses builtin varyings\n");
3217 /* Map builtins to builtins */
3218 for(i = 0; i < 8; i++)
3220 priv_ctx->texcrd_output[i] = texcoords[i];
3222 priv_ctx->color_output[0] = "result.color.primary";
3223 priv_ctx->color_output[1] = "result.color.secondary";
3224 priv_ctx->fog_output = "result.fogcoord";
3226 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
3227 for(i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); i++)
3229 semantic_name = shader->output_signature[i].semantic_name;
3230 if(semantic_name == NULL) continue;
3232 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3234 TRACE("o%u is TMP_OUT\n", i);
3235 if(shader->output_signature[i].semantic_idx == 0) priv_ctx->vs_output[i] = "TMP_OUT";
3236 else priv_ctx->vs_output[i] = "TA";
3238 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3240 TRACE("o%u is result.pointsize\n", i);
3241 if(shader->output_signature[i].semantic_idx == 0) priv_ctx->vs_output[i] = "result.pointsize";
3242 else priv_ctx->vs_output[i] = "TA";
3244 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3246 TRACE("o%u is result.color.?, idx %u\n", i, shader->output_signature[i].semantic_idx);
3247 if(shader->output_signature[i].semantic_idx == 0) priv_ctx->vs_output[i] = "result.color.primary";
3248 else if(shader->output_signature[i].semantic_idx == 1) priv_ctx->vs_output[i] = "result.color.secondary";
3249 else priv_ctx->vs_output[i] = "TA";
3251 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3253 TRACE("o%u is %s\n", i, texcoords[shader->output_signature[i].semantic_idx]);
3254 if(shader->output_signature[i].semantic_idx >= 8) priv_ctx->vs_output[i] = "TA";
3255 else priv_ctx->vs_output[i] = texcoords[shader->output_signature[i].semantic_idx];
3257 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3259 TRACE("o%u is result.fogcoord\n", i);
3260 if(shader->output_signature[i].semantic_idx > 0) priv_ctx->vs_output[i] = "TA";
3261 else priv_ctx->vs_output[i] = "result.fogcoord";
3263 else
3265 priv_ctx->vs_output[i] = "TA";
3268 return;
3271 /* Instead of searching for the signature in the signature list, read the one from the current pixel shader.
3272 * Its maybe not the shader where the signature came from, but it is the same signature and faster to find
3274 sig = ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->input_signature;
3275 TRACE("Pixel shader uses declared varyings\n");
3277 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
3278 for(i = 0; i < 8; i++)
3280 priv_ctx->texcrd_output[i] = "TA";
3282 priv_ctx->color_output[0] = "TA";
3283 priv_ctx->color_output[1] = "TA";
3284 priv_ctx->fog_output = "TA";
3286 for(i = 0; i < MAX_REG_INPUT; i++)
3288 semantic_name = sig[i].semantic_name;
3289 semantic_idx = sig[i].semantic_idx;
3290 reg_idx = sig[i].register_idx;
3291 if(semantic_name == NULL) continue;
3293 /* If a declared input register is not written by builtin arguments, don't write to it.
3294 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
3296 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
3297 * to TMP_OUT in any case
3299 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3301 if(semantic_idx < 8) priv_ctx->texcrd_output[semantic_idx] = decl_idx_to_string[reg_idx];
3303 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3305 if(semantic_idx < 2) priv_ctx->color_output[semantic_idx] = decl_idx_to_string[reg_idx];
3307 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3309 if(semantic_idx == 0) priv_ctx->fog_output = decl_idx_to_string[reg_idx];
3313 /* Map declared to declared */
3314 for(i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); i++)
3316 /* Write unread output to TA to throw them away */
3317 priv_ctx->vs_output[i] = "TA";
3318 semantic_name = shader->output_signature[i].semantic_name;
3319 if(semantic_name == NULL)
3321 continue;
3324 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION) &&
3325 shader->output_signature[i].semantic_idx == 0)
3327 priv_ctx->vs_output[i] = "TMP_OUT";
3328 continue;
3330 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE) &&
3331 shader->output_signature[i].semantic_idx == 0)
3333 priv_ctx->vs_output[i] = "result.pointsize";
3334 continue;
3337 for(j = 0; j < MAX_REG_INPUT; j++)
3339 if(sig[j].semantic_name == NULL)
3341 continue;
3344 if(strcmp(sig[j].semantic_name, semantic_name) == 0 &&
3345 sig[j].semantic_idx == shader->output_signature[i].semantic_idx)
3347 priv_ctx->vs_output[i] = decl_idx_to_string[sig[j].register_idx];
3353 /* GL locking is done by the caller */
3354 static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This,
3355 SHADER_BUFFER *buffer, const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled)
3357 const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3358 CONST DWORD *function = This->baseShader.function;
3359 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
3360 const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
3361 const local_constant *lconst;
3362 GLuint ret;
3363 DWORD next_local, *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This);
3364 struct shader_arb_ctx_priv priv_ctx;
3365 unsigned int i;
3366 DWORD num_clipplanes = 0;
3368 memset(&priv_ctx, 0, sizeof(priv_ctx));
3369 priv_ctx.cur_vs_args = args;
3370 list_init(&priv_ctx.control_frames);
3371 init_output_registers(This, args->ps_signature, &priv_ctx);
3373 /* Create the hw ARB shader */
3374 shader_addline(buffer, "!!ARBvp1.0\n");
3376 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
3377 * mesurable performance penalty, and we can always make use of it for clipplanes.
3379 if(GL_SUPPORT(NV_VERTEX_PROGRAM3)) {
3380 shader_addline(buffer, "OPTION NV_vertex_program3;\n");
3381 priv_ctx.target_version = NV3;
3382 shader_addline(buffer, "ADDRESS aL;\n");
3383 } else if(GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION)) {
3384 shader_addline(buffer, "OPTION NV_vertex_program2;\n");
3385 priv_ctx.target_version = NV2;
3386 shader_addline(buffer, "ADDRESS aL;\n");
3387 } else {
3388 priv_ctx.target_version = ARB;
3391 shader_addline(buffer, "TEMP TMP_OUT;\n");
3392 if(need_helper_const(gl_info)) {
3393 shader_addline(buffer, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This->rel_offset);
3395 if(need_mova_const((IWineD3DBaseShader *) This, gl_info)) {
3396 shader_addline(buffer, "PARAM mova_const = { 0.5, 0.0, 2.0, 1.0 };\n");
3397 shader_addline(buffer, "TEMP A0_SHADOW;\n");
3400 shader_addline(buffer, "TEMP TA;\n");
3402 /* Base Declarations */
3403 next_local = shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION,
3404 lconst_map, &num_clipplanes, &priv_ctx);
3406 for(i = 0; i < MAX_CONST_I; i++)
3408 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3409 if(reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
3411 const DWORD *control_values = find_loop_control_values((IWineD3DBaseShaderImpl *) This, i);
3413 if(control_values)
3415 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3416 control_values[0], control_values[1], control_values[2]);
3418 else
3420 compiled->int_consts[i] = next_local;
3421 compiled->num_int_consts++;
3422 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3427 /* We need a constant to fixup the final position */
3428 shader_addline(buffer, "PARAM posFixup = program.env[%d];\n", ARB_SHADER_PRIVCONST_POS);
3430 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
3431 * for output parameters. D3D in theory does not do that either, but some applications depend on a
3432 * proper initialization of the secondary color, and programs using the fixed function pipeline without
3433 * a replacement shader depend on the texcoord.w being set properly.
3435 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
3436 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
3437 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
3438 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
3439 * this can eat a number of instructions, so skip it unless this cap is set as well
3441 if(!GL_SUPPORT(NV_VERTEX_PROGRAM)) {
3442 shader_addline(buffer, "MOV result.color.secondary, -helper_const.wwwy;\n");
3444 if((GLINFO_LOCATION).set_texcoord_w && !device->frag_pipe->ffp_proj_control) {
3445 int i;
3446 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
3447 if(This->baseShader.reg_maps.texcoord_mask[i] != 0 &&
3448 This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
3449 shader_addline(buffer, "MOV result.texcoord[%u].w, -helper_const.y;\n", i);
3455 /* Base Shader Body */
3456 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
3458 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3459 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3460 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3461 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3463 if(args->super.fog_src == VS_FOG_Z) {
3464 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
3465 } else if (!reg_maps->fog) {
3466 /* posFixup.x is always 1.0, so we can savely use it */
3467 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3470 /* Write the final position.
3472 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3473 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3474 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3475 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3477 shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
3478 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
3479 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
3481 if(priv_ctx.target_version >= NV2)
3483 for(i = 0; i < num_clipplanes; i++)
3485 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
3488 else if(args->boolclip.clip_control[0])
3490 unsigned int cur_clip = 0;
3491 char component[4] = {'x', 'y', 'z', 'w'};
3493 for(i = 0; i < GL_LIMITS(clipplanes); i++)
3495 if(args->boolclip.clip_control[1] & (1 << i))
3497 shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3498 component[cur_clip++], i);
3501 switch(cur_clip)
3503 case 0:
3504 shader_addline(buffer, "MOV TA, -helper_const.w;\n");
3505 break;
3506 case 1:
3507 shader_addline(buffer, "MOV TA.yzw, -helper_const.w;\n");
3508 break;
3509 case 2:
3510 shader_addline(buffer, "MOV TA.zw, -helper_const.w;\n");
3511 break;
3512 case 3:
3513 shader_addline(buffer, "MOV TA.w, -helper_const.w;\n");
3514 break;
3516 shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
3517 args->boolclip.clip_control[0] - 1);
3520 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3521 * and the glsl equivalent
3523 if(need_helper_const(gl_info)) {
3524 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
3525 } else {
3526 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3527 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3530 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
3532 shader_addline(buffer, "END\n");
3534 /* TODO: change to resource.glObjectHandle or something like that */
3535 GL_EXTCALL(glGenProgramsARB(1, &ret));
3537 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
3538 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
3540 TRACE("Created hw vertex shader, prg=%d\n", ret);
3541 /* Create the program and check for errors */
3542 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3543 buffer->bsize, buffer->buffer));
3545 if (glGetError() == GL_INVALID_OPERATION) {
3546 GLint errPos;
3547 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
3548 FIXME("HW VertexShader Error at position %d: %s\n",
3549 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3550 ret = -1;
3551 } else {
3552 /* Load immediate constants */
3553 if(lconst_map) {
3554 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
3555 const float *value = (const float *)lconst->value;
3556 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst_map[lconst->idx], value));
3560 HeapFree(GetProcessHeap(), 0, lconst_map);
3562 return ret;
3565 /* GL locking is done by the caller */
3566 static struct arb_ps_compiled_shader *find_arb_pshader(IWineD3DPixelShaderImpl *shader, const struct arb_ps_compile_args *args)
3568 UINT i;
3569 DWORD new_size;
3570 struct arb_ps_compiled_shader *new_array;
3571 SHADER_BUFFER buffer;
3572 struct arb_pshader_private *shader_data;
3573 GLuint ret;
3575 if(!shader->backend_priv) {
3576 shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
3578 shader_data = shader->backend_priv;
3580 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
3581 * so a linear search is more performant than a hashmap or a binary search
3582 * (cache coherency etc)
3584 for(i = 0; i < shader_data->num_gl_shaders; i++) {
3585 if(memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)) == 0) {
3586 return &shader_data->gl_shaders[i];
3590 TRACE("No matching GL shader found, compiling a new shader\n");
3591 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
3592 if (shader_data->num_gl_shaders)
3594 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
3595 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
3596 new_size * sizeof(*shader_data->gl_shaders));
3597 } else {
3598 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
3599 new_size = 1;
3602 if(!new_array) {
3603 ERR("Out of memory\n");
3604 return 0;
3606 shader_data->gl_shaders = new_array;
3607 shader_data->shader_array_size = new_size;
3610 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
3612 pixelshader_update_samplers(&shader->baseShader.reg_maps,
3613 ((IWineD3DDeviceImpl *)shader->baseShader.device)->stateBlock->textures);
3615 shader_buffer_init(&buffer);
3616 ret = shader_arb_generate_pshader(shader, &buffer, args,
3617 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
3618 shader_buffer_free(&buffer);
3619 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
3621 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
3624 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
3625 const DWORD use_map, BOOL skip_int) {
3626 if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
3627 if(stored->super.fog_src != new->super.fog_src) return FALSE;
3628 if(stored->boolclip_compare != new->boolclip_compare) return FALSE;
3629 if(stored->ps_signature != new->ps_signature) return FALSE;
3630 if(stored->vertex_samplers_compare != new->vertex_samplers_compare) return FALSE;
3631 if(skip_int) return TRUE;
3633 return memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl)) == 0;
3636 static struct arb_vs_compiled_shader *find_arb_vshader(IWineD3DVertexShaderImpl *shader, const struct arb_vs_compile_args *args)
3638 UINT i;
3639 DWORD new_size;
3640 struct arb_vs_compiled_shader *new_array;
3641 DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
3642 SHADER_BUFFER buffer;
3643 struct arb_vshader_private *shader_data;
3644 GLuint ret;
3645 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)shader->baseShader.device)->adapter->gl_info;
3647 if(!shader->backend_priv) {
3648 shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
3650 shader_data = shader->backend_priv;
3652 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
3653 * so a linear search is more performant than a hashmap or a binary search
3654 * (cache coherency etc)
3656 for(i = 0; i < shader_data->num_gl_shaders; i++) {
3657 if(vs_args_equal(&shader_data->gl_shaders[i].args, args, use_map, GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION))) {
3658 return &shader_data->gl_shaders[i];
3662 TRACE("No matching GL shader found, compiling a new shader\n");
3664 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
3665 if (shader_data->num_gl_shaders)
3667 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
3668 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
3669 new_size * sizeof(*shader_data->gl_shaders));
3670 } else {
3671 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
3672 new_size = 1;
3675 if(!new_array) {
3676 ERR("Out of memory\n");
3677 return 0;
3679 shader_data->gl_shaders = new_array;
3680 shader_data->shader_array_size = new_size;
3683 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
3685 shader_buffer_init(&buffer);
3686 ret = shader_arb_generate_vshader(shader, &buffer, args,
3687 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
3688 shader_buffer_free(&buffer);
3689 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
3691 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
3694 static inline void find_arb_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
3695 struct arb_ps_compile_args *args)
3697 int i;
3698 WORD int_skip;
3699 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)shader->baseShader.device)->adapter->gl_info;
3700 find_ps_compile_args(shader, stateblock, &args->super);
3702 /* This forces all local boolean constants to 1 to make them stateblock independent */
3703 args->bools = shader->baseShader.reg_maps.local_bool_consts;
3705 for(i = 0; i < MAX_CONST_B; i++)
3707 if(stateblock->pixelShaderConstantB[i]) args->bools |= ( 1 << i);
3710 /* Skip if unused or local, or supported natively */
3711 int_skip = ~shader->baseShader.reg_maps.integer_constants | shader->baseShader.reg_maps.local_int_consts;
3712 if(int_skip == 0xffff || GL_SUPPORT(NV_FRAGMENT_PROGRAM_OPTION))
3714 memset(&args->loop_ctrl, 0, sizeof(args->loop_ctrl));
3715 return;
3718 for(i = 0; i < MAX_CONST_I; i++)
3720 if(int_skip & (1 << i))
3722 args->loop_ctrl[i][0] = 0;
3723 args->loop_ctrl[i][1] = 0;
3724 args->loop_ctrl[i][2] = 0;
3726 else
3728 args->loop_ctrl[i][0] = stateblock->pixelShaderConstantI[i * 4];
3729 args->loop_ctrl[i][1] = stateblock->pixelShaderConstantI[i * 4 + 1];
3730 args->loop_ctrl[i][2] = stateblock->pixelShaderConstantI[i * 4 + 2];
3735 static inline void find_arb_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
3736 struct arb_vs_compile_args *args)
3738 int i;
3739 WORD int_skip;
3740 IWineD3DDeviceImpl *dev = (IWineD3DDeviceImpl *)shader->baseShader.device;
3741 const WineD3D_GL_Info *gl_info = &dev->adapter->gl_info;
3742 find_vs_compile_args(shader, stateblock, &args->super);
3744 /* This forces all local boolean constants to 1 to make them stateblock independent */
3745 args->boolclip.bools = shader->baseShader.reg_maps.local_bool_consts;
3747 if(use_ps(stateblock))
3749 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) stateblock->pixelShader;
3750 struct arb_pshader_private *shader_priv = ps->backend_priv;
3751 args->ps_signature = shader_priv->input_signature_idx;
3753 args->boolclip.clip_control[0] = shader_priv->clipplane_emulation;
3755 else
3757 args->ps_signature = ~0;
3758 args->boolclip.clip_control[0] = ffp_clip_emul(stateblock) ? GL_LIMITS(texture_stages) : 0;
3761 if(args->boolclip.clip_control[0])
3763 if(stateblock->renderState[WINED3DRS_CLIPPING])
3765 args->boolclip.clip_control[1] = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
3767 else
3769 args->boolclip.clip_control[1] = 0;
3773 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
3774 for(i = 0; i < MAX_CONST_B; i++)
3776 if(stateblock->vertexShaderConstantB[i]) args->boolclip.bools |= ( 1 << i);
3779 args->vertex_samplers[0] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 0];
3780 args->vertex_samplers[1] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 1];
3781 args->vertex_samplers[2] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 2];
3782 args->vertex_samplers[3] = 0;
3784 /* Skip if unused or local */
3785 int_skip = ~shader->baseShader.reg_maps.integer_constants | shader->baseShader.reg_maps.local_int_consts;
3786 if(int_skip == 0xffff || GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION))
3788 memset(&args->loop_ctrl, 0, sizeof(args->loop_ctrl));
3789 return;
3792 for(i = 0; i < MAX_CONST_I; i++)
3794 if(int_skip & (1 << i))
3796 args->loop_ctrl[i][0] = 0;
3797 args->loop_ctrl[i][1] = 0;
3798 args->loop_ctrl[i][2] = 0;
3800 else
3802 args->loop_ctrl[i][0] = stateblock->vertexShaderConstantI[i * 4];
3803 args->loop_ctrl[i][1] = stateblock->vertexShaderConstantI[i * 4 + 1];
3804 args->loop_ctrl[i][2] = stateblock->vertexShaderConstantI[i * 4 + 2];
3809 static void find_clip_texcoord(IWineD3DPixelShaderImpl *ps, const WineD3D_GL_Info *gl_info)
3811 struct arb_pshader_private *shader_priv = ps->backend_priv;
3812 int i;
3814 /* See if we can use fragment.texcoord[7] for clipplane emulation
3816 * Don't do this if it is not supported, or fragment.texcoord[7] is used
3818 if(ps->baseShader.reg_maps.shader_version.major < 3)
3820 for(i = GL_LIMITS(texture_stages); i > 0; i--)
3822 if(!ps->baseShader.reg_maps.texcoord[i - 1])
3824 shader_priv->clipplane_emulation = i;
3825 break;
3829 else
3831 for(i = GL_LIMITS(texture_stages); i > 0; i--)
3833 if(!ps->baseShader.reg_maps.input_registers & (1 << (i - 1)))
3835 shader_priv->clipplane_emulation = i;
3836 break;
3842 /* GL locking is done by the caller */
3843 static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
3844 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3845 struct shader_arb_priv *priv = This->shader_priv;
3846 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3848 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
3849 if (usePS) {
3850 struct arb_ps_compile_args compile_args;
3851 struct arb_ps_compiled_shader *compiled;
3852 struct arb_pshader_private *shader_priv;
3853 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader;
3855 TRACE("Using pixel shader %p\n", This->stateBlock->pixelShader);
3856 find_arb_ps_compile_args(ps, This->stateBlock, &compile_args);
3857 compiled = find_arb_pshader(ps, &compile_args);
3858 priv->current_fprogram_id = compiled->prgId;
3859 priv->compiled_fprog = compiled;
3861 shader_priv = ps->backend_priv;
3862 if(!shader_priv->has_signature_idx)
3864 if(ps->baseShader.reg_maps.shader_version.major < 3) shader_priv->input_signature_idx = ~0;
3865 else shader_priv->input_signature_idx = find_input_signature(priv, ps->input_signature);
3867 shader_priv->has_signature_idx = TRUE;
3868 TRACE("Shader got assigned input signature index %u\n", shader_priv->input_signature_idx);
3870 if(!This->vs_clipping) find_clip_texcoord(ps, gl_info);
3873 /* Bind the fragment program */
3874 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
3875 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
3877 if(!priv->use_arbfp_fixed_func) {
3878 /* Enable OpenGL fragment programs */
3879 glEnable(GL_FRAGMENT_PROGRAM_ARB);
3880 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
3882 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
3884 shader_arb_ps_local_constants(This);
3885 } else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && !priv->use_arbfp_fixed_func) {
3886 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
3887 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
3888 * replacement shader
3890 glDisable(GL_FRAGMENT_PROGRAM_ARB);
3891 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
3892 priv->current_fprogram_id = 0;
3895 if (useVS) {
3896 struct arb_vs_compile_args compile_args;
3897 struct arb_vs_compiled_shader *compiled;
3899 TRACE("Using vertex shader %p\n", This->stateBlock->vertexShader);
3900 find_arb_vs_compile_args((IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader, This->stateBlock, &compile_args);
3901 compiled = find_arb_vshader((IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader, &compile_args);
3902 priv->current_vprogram_id = compiled->prgId;
3903 priv->compiled_vprog = compiled;
3905 /* Bind the vertex program */
3906 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
3907 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
3909 /* Enable OpenGL vertex programs */
3910 glEnable(GL_VERTEX_PROGRAM_ARB);
3911 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
3912 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
3913 shader_arb_vs_local_constants(This);
3914 } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
3915 priv->current_vprogram_id = 0;
3916 glDisable(GL_VERTEX_PROGRAM_ARB);
3917 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
3921 /* GL locking is done by the caller */
3922 static void shader_arb_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
3923 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3924 struct shader_arb_priv *priv = This->shader_priv;
3925 GLuint *blt_fprogram = &priv->depth_blt_fprogram_id[tex_type];
3926 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3928 if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
3929 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
3930 glEnable(GL_VERTEX_PROGRAM_ARB);
3932 if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type);
3933 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
3934 glEnable(GL_FRAGMENT_PROGRAM_ARB);
3937 /* GL locking is done by the caller */
3938 static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) {
3939 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3940 struct shader_arb_priv *priv = This->shader_priv;
3941 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3943 if (priv->current_vprogram_id) {
3944 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
3945 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
3947 glEnable(GL_VERTEX_PROGRAM_ARB);
3948 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
3950 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
3951 } else {
3952 glDisable(GL_VERTEX_PROGRAM_ARB);
3953 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
3956 if (priv->current_fprogram_id) {
3957 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
3958 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
3960 glEnable(GL_FRAGMENT_PROGRAM_ARB);
3961 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
3963 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
3964 } else {
3965 glDisable(GL_FRAGMENT_PROGRAM_ARB);
3966 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
3970 static void shader_arb_destroy(IWineD3DBaseShader *iface) {
3971 IWineD3DBaseShaderImpl *baseShader = (IWineD3DBaseShaderImpl *) iface;
3972 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)baseShader->baseShader.device;
3973 const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
3975 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
3977 if (shader_is_pshader_version(baseShader->baseShader.reg_maps.shader_version.type))
3979 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
3980 struct arb_pshader_private *shader_data = This->backend_priv;
3981 UINT i;
3983 if(!shader_data) return; /* This can happen if a shader was never compiled */
3984 ENTER_GL();
3985 for(i = 0; i < shader_data->num_gl_shaders; i++) {
3986 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
3987 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
3989 LEAVE_GL();
3990 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
3991 HeapFree(GetProcessHeap(), 0, shader_data);
3992 This->backend_priv = NULL;
3993 } else {
3994 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *) iface;
3995 struct arb_vshader_private *shader_data = This->backend_priv;
3996 UINT i;
3998 if(!shader_data) return; /* This can happen if a shader was never compiled */
3999 ENTER_GL();
4000 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4001 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4002 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4004 LEAVE_GL();
4005 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4006 HeapFree(GetProcessHeap(), 0, shader_data);
4007 This->backend_priv = NULL;
4011 static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
4013 struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4014 return compare_sig(key, e->sig);
4017 struct wine_rb_functions sig_tree_functions =
4019 wined3d_rb_alloc,
4020 wined3d_rb_realloc,
4021 wined3d_rb_free,
4022 sig_tree_compare
4025 static HRESULT shader_arb_alloc(IWineD3DDevice *iface) {
4026 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4027 struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
4028 if(wine_rb_init(&priv->signature_tree, &sig_tree_functions) == -1)
4030 ERR("RB tree init failed\n");
4031 HeapFree(GetProcessHeap(), 0, priv);
4032 return E_OUTOFMEMORY;
4034 This->shader_priv = priv;
4035 return WINED3D_OK;
4038 static void release_signature(struct wine_rb_entry *entry, void *context)
4040 struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4041 int i;
4042 for(i = 0; i < MAX_REG_INPUT; i++)
4044 HeapFree(GetProcessHeap(), 0, (char *) sig->sig[i].semantic_name);
4046 HeapFree(GetProcessHeap(), 0, sig->sig);
4047 HeapFree(GetProcessHeap(), 0, sig);
4050 static void shader_arb_free(IWineD3DDevice *iface) {
4051 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4052 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
4053 struct shader_arb_priv *priv = This->shader_priv;
4054 int i;
4056 ENTER_GL();
4057 if(priv->depth_blt_vprogram_id) {
4058 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
4060 for (i = 0; i < tex_type_count; ++i) {
4061 if (priv->depth_blt_fprogram_id[i]) {
4062 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id[i]));
4065 LEAVE_GL();
4067 wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
4068 HeapFree(GetProcessHeap(), 0, This->shader_priv);
4071 static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) {
4072 return TRUE;
4075 static void shader_arb_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
4077 /* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps,
4078 * then overwrite the shader specific ones
4080 none_shader_backend.shader_get_caps(devtype, gl_info, pCaps);
4082 if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
4083 pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
4084 TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
4085 pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF) - 1;
4088 if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
4089 pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4);
4090 pCaps->PixelShader1xMaxValue = 8.0;
4091 TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
4092 pCaps->MaxPixelShaderConst = GL_LIMITS(pshader_constantsF);
4095 pCaps->VSClipping = GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION);
4098 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
4100 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
4102 TRACE("Checking support for color_fixup:\n");
4103 dump_color_fixup_desc(fixup);
4106 /* We support everything except YUV conversions. */
4107 if (!is_yuv_fixup(fixup))
4109 TRACE("[OK]\n");
4110 return TRUE;
4113 TRACE("[FAILED]\n");
4114 return FALSE;
4117 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
4118 DWORD shift;
4119 char write_mask[20], regstr[50];
4120 SHADER_BUFFER *buffer = ins->ctx->buffer;
4121 BOOL is_color = FALSE;
4122 const struct wined3d_shader_dst_param *dst;
4124 if (!ins->dst_count) return;
4126 dst = &ins->dst[0];
4127 shift = dst->shift;
4128 if(shift == 0) return; /* Saturate alone is handled by the instructions */
4130 shader_arb_get_write_mask(ins, dst, write_mask);
4131 shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
4133 /* Generate a line that does the output modifier computation
4134 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
4135 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
4137 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
4138 regstr, write_mask, regstr, shift_tab[shift]);
4141 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
4143 /* WINED3DSIH_ABS */ shader_hw_map2gl,
4144 /* WINED3DSIH_ADD */ shader_hw_map2gl,
4145 /* WINED3DSIH_BEM */ pshader_hw_bem,
4146 /* WINED3DSIH_BREAK */ shader_hw_break,
4147 /* WINED3DSIH_BREAKC */ shader_hw_breakc,
4148 /* WINED3DSIH_BREAKP */ NULL,
4149 /* WINED3DSIH_CALL */ NULL,
4150 /* WINED3DSIH_CALLNZ */ NULL,
4151 /* WINED3DSIH_CMP */ pshader_hw_cmp,
4152 /* WINED3DSIH_CND */ pshader_hw_cnd,
4153 /* WINED3DSIH_CRS */ shader_hw_map2gl,
4154 /* WINED3DSIH_DCL */ NULL,
4155 /* WINED3DSIH_DEF */ NULL,
4156 /* WINED3DSIH_DEFB */ NULL,
4157 /* WINED3DSIH_DEFI */ NULL,
4158 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
4159 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
4160 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
4161 /* WINED3DSIH_DST */ shader_hw_map2gl,
4162 /* WINED3DSIH_DSX */ shader_hw_map2gl,
4163 /* WINED3DSIH_DSY */ shader_hw_dsy,
4164 /* WINED3DSIH_ELSE */ shader_hw_else,
4165 /* WINED3DSIH_ENDIF */ shader_hw_endif,
4166 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop,
4167 /* WINED3DSIH_ENDREP */ shader_hw_endrep,
4168 /* WINED3DSIH_EXP */ shader_hw_map2gl,
4169 /* WINED3DSIH_EXPP */ shader_hw_map2gl,
4170 /* WINED3DSIH_FRC */ shader_hw_map2gl,
4171 /* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */,
4172 /* WINED3DSIH_IFC */ shader_hw_ifc,
4173 /* WINED3DSIH_LABEL */ NULL,
4174 /* WINED3DSIH_LIT */ shader_hw_map2gl,
4175 /* WINED3DSIH_LOG */ shader_hw_map2gl,
4176 /* WINED3DSIH_LOGP */ shader_hw_map2gl,
4177 /* WINED3DSIH_LOOP */ shader_hw_loop,
4178 /* WINED3DSIH_LRP */ shader_hw_lrp,
4179 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
4180 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
4181 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
4182 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
4183 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
4184 /* WINED3DSIH_MAD */ shader_hw_map2gl,
4185 /* WINED3DSIH_MAX */ shader_hw_map2gl,
4186 /* WINED3DSIH_MIN */ shader_hw_map2gl,
4187 /* WINED3DSIH_MOV */ shader_hw_mov,
4188 /* WINED3DSIH_MOVA */ shader_hw_mov,
4189 /* WINED3DSIH_MUL */ shader_hw_map2gl,
4190 /* WINED3DSIH_NOP */ shader_hw_nop,
4191 /* WINED3DSIH_NRM */ shader_hw_nrm,
4192 /* WINED3DSIH_PHASE */ NULL,
4193 /* WINED3DSIH_POW */ shader_hw_map2gl,
4194 /* WINED3DSIH_RCP */ shader_hw_rsq_rcp,
4195 /* WINED3DSIH_REP */ shader_hw_rep,
4196 /* WINED3DSIH_RET */ NULL,
4197 /* WINED3DSIH_RSQ */ shader_hw_rsq_rcp,
4198 /* WINED3DSIH_SETP */ NULL,
4199 /* WINED3DSIH_SGE */ shader_hw_map2gl,
4200 /* WINED3DSIH_SGN */ shader_hw_sgn,
4201 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
4202 /* WINED3DSIH_SLT */ shader_hw_map2gl,
4203 /* WINED3DSIH_SUB */ shader_hw_map2gl,
4204 /* WINED3DSIH_TEX */ pshader_hw_tex,
4205 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
4206 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
4207 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
4208 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
4209 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
4210 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
4211 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
4212 /* WINED3DSIH_TEXLDD */ shader_hw_texldd,
4213 /* WINED3DSIH_TEXLDL */ shader_hw_texldl,
4214 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
4215 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
4216 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
4217 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
4218 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
4219 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
4220 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
4221 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
4222 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
4223 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
4224 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
4225 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
4228 static inline BOOL get_bool_const(const struct wined3d_shader_instruction *ins, IWineD3DBaseShaderImpl *This, DWORD idx)
4230 BOOL vshader = shader_is_vshader_version(This->baseShader.reg_maps.shader_version.type);
4231 WORD bools = 0;
4232 WORD flag = (1 << idx);
4233 const local_constant *constant;
4234 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
4236 if(This->baseShader.reg_maps.local_bool_consts & flag)
4238 /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
4239 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsB, local_constant, entry)
4241 if (constant->idx == idx)
4243 return constant->value[0];
4246 ERR("Local constant not found\n");
4247 return FALSE;
4249 else
4251 if(vshader) bools = priv->cur_vs_args->boolclip.bools;
4252 else bools = priv->cur_ps_args->bools;
4253 return bools & flag;
4257 static inline void get_int_const(const struct wined3d_shader_instruction *ins, IWineD3DBaseShaderImpl *This, DWORD idx, int *ret)
4259 BOOL vshader = shader_is_vshader_version(This->baseShader.reg_maps.shader_version.type);
4260 WORD flag = (1 << idx);
4261 const local_constant *constant;
4262 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
4264 /* Integer constants can either be a local constant, or they can be stored in the shader
4265 * type specific compile args
4267 if(This->baseShader.reg_maps.local_int_consts & flag)
4269 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsI, local_constant, entry)
4271 if (constant->idx == idx)
4273 ret[0] = constant->value[0];
4274 ret[1] = constant->value[1];
4275 /* Step / stride is signed */
4276 ret[2] = (int) constant->value[2];
4277 return;
4280 /* If this happens the flag was set incorrectly */
4281 ERR("Local constant not found\n");
4282 ret[0] = 0;
4283 ret[1] = 0;
4284 ret[2] = 0;
4285 return;
4287 else
4289 if(vshader)
4291 /* Count and aL start value are unsigned */
4292 ret[0] = priv->cur_vs_args->loop_ctrl[idx][0];
4293 ret[1] = priv->cur_vs_args->loop_ctrl[idx][1];
4294 /* The step/stride is signed */
4295 ret[2] = ((char) priv->cur_vs_args->loop_ctrl[idx][2]);
4297 else
4299 ret[0] = priv->cur_ps_args->loop_ctrl[idx][0];
4300 ret[1] = priv->cur_ps_args->loop_ctrl[idx][1];
4301 ret[2] = ((char) priv->cur_ps_args->loop_ctrl[idx][2]);
4303 return;
4307 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
4309 unsigned int i;
4310 struct wined3d_shader_dst_param *dst_param = NULL;
4311 struct wined3d_shader_src_param *src_param = NULL, *rel_addr = NULL;
4312 struct recorded_instruction *rec = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*rec));
4313 if(!rec)
4315 ERR("Out of memory\n");
4316 return;
4319 rec->ins = *ins;
4320 dst_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param));
4321 if(!dst_param) goto free;
4322 *dst_param = *ins->dst;
4323 if(ins->dst->reg.rel_addr)
4325 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param->reg.rel_addr));
4326 if(!rel_addr) goto free;
4327 *rel_addr = *ins->dst->reg.rel_addr;
4328 dst_param->reg.rel_addr = rel_addr;
4330 rec->ins.dst = dst_param;
4332 src_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param) * ins->src_count);
4333 if(!src_param) goto free;
4334 for(i = 0; i < ins->src_count; i++)
4336 src_param[i] = ins->src[i];
4337 if(ins->src[i].reg.rel_addr)
4339 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
4340 if(!rel_addr) goto free;
4341 *rel_addr = *ins->src[i].reg.rel_addr;
4342 src_param[i].reg.rel_addr = rel_addr;
4345 rec->ins.src = src_param;
4346 list_add_tail(list, &rec->entry);
4347 return;
4349 free:
4350 ERR("Out of memory\n");
4351 if(dst_param)
4353 HeapFree(GetProcessHeap(), 0, (void *) dst_param->reg.rel_addr);
4354 HeapFree(GetProcessHeap(), 0, dst_param);
4356 if(src_param)
4358 for(i = 0; i < ins->src_count; i++)
4360 HeapFree(GetProcessHeap(), 0, (void *) src_param[i].reg.rel_addr);
4362 HeapFree(GetProcessHeap(), 0, src_param);
4364 HeapFree(GetProcessHeap(), 0, rec);
4367 static void free_recorded_instruction(struct list *list)
4369 struct recorded_instruction *rec_ins, *entry2;
4370 unsigned int i;
4372 LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
4374 list_remove(&rec_ins->entry);
4375 if(rec_ins->ins.dst)
4377 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst->reg.rel_addr);
4378 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst);
4380 if(rec_ins->ins.src)
4382 for(i = 0; i < rec_ins->ins.src_count; i++)
4384 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src[i].reg.rel_addr);
4386 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src);
4388 HeapFree(GetProcessHeap(), 0, rec_ins);
4392 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
4393 SHADER_HANDLER hw_fct;
4394 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
4395 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
4396 struct control_frame *control_frame;
4397 SHADER_BUFFER *buffer = ins->ctx->buffer;
4399 if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
4401 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
4402 list_add_head(&priv->control_frames, &control_frame->entry);
4404 if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
4405 if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
4407 if(priv->target_version >= NV2)
4409 control_frame->loop_no = priv->num_loops++;
4410 priv->loop_depth++;
4412 else
4414 /* Don't bother recording when we're in a not used if branch */
4415 if(priv->muted)
4417 return;
4420 if(!priv->recording)
4422 int control_values[3];
4423 get_int_const(ins, This, ins->src[0].reg.idx, control_values);
4424 list_init(&priv->record);
4425 priv->recording = TRUE;
4426 control_frame->outer_loop = TRUE;
4427 control_frame->loop_control[0] = control_values[0];
4428 control_frame->loop_control[1] = control_values[1];
4429 control_frame->loop_control[2] = control_values[2];
4430 return; /* Instruction is handled */
4432 /* Record this loop in the outer loop's recording */
4435 else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
4437 if(priv->target_version >= NV2)
4439 /* Nothing to do. The control frame is popped after the HW instr handler */
4441 else
4443 struct list *e = list_head(&priv->control_frames);
4444 control_frame = LIST_ENTRY(e, struct control_frame, entry);
4445 list_remove(&control_frame->entry);
4447 if(control_frame->outer_loop)
4449 int iteration, aL = 0;
4450 struct list copy;
4452 /* Turn off recording before playback */
4453 priv->recording = FALSE;
4455 /* Move the recorded instructions to a separate list and get them out of the private data
4456 * structure. If there are nested loops, the shader_arb_handle_instruction below will
4457 * be recorded again, thus priv->record might be overwritten
4459 list_init(&copy);
4460 list_move_tail(&copy, &priv->record);
4461 list_init(&priv->record);
4463 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
4465 shader_addline(buffer, "#unrolling loop: %d iterations, aL=%d, inc %d\n",
4466 control_frame->loop_control[0], control_frame->loop_control[1],
4467 control_frame->loop_control[2]);
4468 aL = control_frame->loop_control[1];
4470 else
4472 shader_addline(buffer, "#unrolling rep: %d iterations\n", control_frame->loop_control[0]);
4475 for(iteration = 0; iteration < control_frame->loop_control[0]; iteration++)
4477 struct recorded_instruction *rec_ins;
4478 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
4480 priv->aL = aL;
4481 shader_addline(buffer, "#Iteration %d, aL=%d\n", iteration, aL);
4483 else
4485 shader_addline(buffer, "#Iteration %d\n", iteration);
4488 LIST_FOR_EACH_ENTRY(rec_ins, &copy, struct recorded_instruction, entry)
4490 shader_arb_handle_instruction(&rec_ins->ins);
4493 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
4495 aL += control_frame->loop_control[2];
4498 shader_addline(buffer, "#end loop/rep\n");
4500 free_recorded_instruction(&copy);
4501 HeapFree(GetProcessHeap(), 0, control_frame);
4502 return; /* Instruction is handled */
4504 else
4506 /* This is a nested loop. Proceed to the normal recording function */
4507 HeapFree(GetProcessHeap(), 0, control_frame);
4512 if(priv->recording)
4514 record_instruction(&priv->record, ins);
4515 return;
4518 /* boolean if */
4519 if(ins->handler_idx == WINED3DSIH_IF)
4521 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
4522 list_add_head(&priv->control_frames, &control_frame->entry);
4523 control_frame->type = IF;
4525 if(!priv->muted && get_bool_const(ins, This, ins->src[0].reg.idx) == FALSE)
4527 shader_addline(buffer, "#if(FALSE){\n");
4528 priv->muted = TRUE;
4529 control_frame->muting = TRUE;
4531 else shader_addline(buffer, "#if(TRUE) {\n");
4533 return; /* Instruction is handled */
4535 else if(ins->handler_idx == WINED3DSIH_IFC)
4537 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
4538 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
4539 control_frame->type = IFC;
4540 control_frame->ifc_no = priv->num_ifcs++;
4541 list_add_head(&priv->control_frames, &control_frame->entry);
4543 else if(ins->handler_idx == WINED3DSIH_ELSE)
4545 struct list *e = list_head(&priv->control_frames);
4546 control_frame = LIST_ENTRY(e, struct control_frame, entry);
4548 if(control_frame->type == IF)
4550 shader_addline(buffer, "#} else {\n");
4551 if(!priv->muted && !control_frame->muting)
4553 priv->muted = TRUE;
4554 control_frame->muting = TRUE;
4556 else if(control_frame->muting) priv->muted = FALSE;
4557 return; /* Instruction is handled. */
4559 /* In case of an ifc, generate a HW shader instruction */
4561 else if(ins->handler_idx == WINED3DSIH_ENDIF)
4563 struct list *e = list_head(&priv->control_frames);
4564 control_frame = LIST_ENTRY(e, struct control_frame, entry);
4566 if(control_frame->type == IF)
4568 shader_addline(buffer, "#} endif\n");
4569 if(control_frame->muting) priv->muted = FALSE;
4570 list_remove(&control_frame->entry);
4571 HeapFree(GetProcessHeap(), 0, control_frame);
4572 return; /* Instruction is handled */
4576 if(priv->muted) return;
4578 /* Select handler */
4579 hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
4581 /* Unhandled opcode */
4582 if (!hw_fct)
4584 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
4585 return;
4587 hw_fct(ins);
4589 if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
4591 struct list *e = list_head(&priv->control_frames);
4592 control_frame = LIST_ENTRY(e, struct control_frame, entry);
4593 list_remove(&control_frame->entry);
4594 HeapFree(GetProcessHeap(), 0, control_frame);
4595 priv->loop_depth--;
4597 else if(ins->handler_idx == WINED3DSIH_ENDIF)
4599 /* Non-ifc ENDIFs don't reach that place because of the return in the if block above */
4600 struct list *e = list_head(&priv->control_frames);
4601 control_frame = LIST_ENTRY(e, struct control_frame, entry);
4602 list_remove(&control_frame->entry);
4603 HeapFree(GetProcessHeap(), 0, control_frame);
4607 shader_arb_add_instruction_modifiers(ins);
4610 const shader_backend_t arb_program_shader_backend = {
4611 shader_arb_handle_instruction,
4612 shader_arb_select,
4613 shader_arb_select_depth_blt,
4614 shader_arb_deselect_depth_blt,
4615 shader_arb_update_float_vertex_constants,
4616 shader_arb_update_float_pixel_constants,
4617 shader_arb_load_constants,
4618 shader_arb_load_np2fixup_constants,
4619 shader_arb_destroy,
4620 shader_arb_alloc,
4621 shader_arb_free,
4622 shader_arb_dirty_const,
4623 shader_arb_get_caps,
4624 shader_arb_color_fixup_supported,
4627 /* ARB_fragment_program fixed function pipeline replacement definitions */
4628 #define ARB_FFP_CONST_TFACTOR 0
4629 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
4630 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
4631 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
4632 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
4634 struct arbfp_ffp_desc
4636 struct ffp_frag_desc parent;
4637 GLuint shader;
4638 unsigned int num_textures_used;
4641 static void arbfp_enable(IWineD3DDevice *iface, BOOL enable) {
4642 ENTER_GL();
4643 if(enable) {
4644 glEnable(GL_FRAGMENT_PROGRAM_ARB);
4645 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
4646 } else {
4647 glDisable(GL_FRAGMENT_PROGRAM_ARB);
4648 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4650 LEAVE_GL();
4653 static HRESULT arbfp_alloc(IWineD3DDevice *iface) {
4654 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
4655 struct shader_arb_priv *priv;
4656 /* Share private data between the shader backend and the pipeline replacement, if both
4657 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
4658 * if no pixel shader is bound or not
4660 if(This->shader_backend == &arb_program_shader_backend) {
4661 This->fragment_priv = This->shader_priv;
4662 } else {
4663 This->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
4664 if(!This->fragment_priv) return E_OUTOFMEMORY;
4666 priv = This->fragment_priv;
4667 if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
4669 ERR("Failed to initialize rbtree.\n");
4670 HeapFree(GetProcessHeap(), 0, This->fragment_priv);
4671 return E_OUTOFMEMORY;
4673 priv->use_arbfp_fixed_func = TRUE;
4674 return WINED3D_OK;
4677 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
4679 const WineD3D_GL_Info *gl_info = context;
4680 struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
4682 ENTER_GL();
4683 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
4684 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
4685 HeapFree(GetProcessHeap(), 0, entry_arb);
4686 LEAVE_GL();
4689 static void arbfp_free(IWineD3DDevice *iface) {
4690 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
4691 struct shader_arb_priv *priv = This->fragment_priv;
4693 wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &This->adapter->gl_info);
4694 priv->use_arbfp_fixed_func = FALSE;
4696 if(This->shader_backend != &arb_program_shader_backend) {
4697 HeapFree(GetProcessHeap(), 0, This->fragment_priv);
4701 static void arbfp_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps)
4703 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
4704 WINED3DTEXOPCAPS_SELECTARG1 |
4705 WINED3DTEXOPCAPS_SELECTARG2 |
4706 WINED3DTEXOPCAPS_MODULATE4X |
4707 WINED3DTEXOPCAPS_MODULATE2X |
4708 WINED3DTEXOPCAPS_MODULATE |
4709 WINED3DTEXOPCAPS_ADDSIGNED2X |
4710 WINED3DTEXOPCAPS_ADDSIGNED |
4711 WINED3DTEXOPCAPS_ADD |
4712 WINED3DTEXOPCAPS_SUBTRACT |
4713 WINED3DTEXOPCAPS_ADDSMOOTH |
4714 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
4715 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
4716 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
4717 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
4718 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
4719 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
4720 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
4721 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
4722 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
4723 WINED3DTEXOPCAPS_DOTPRODUCT3 |
4724 WINED3DTEXOPCAPS_MULTIPLYADD |
4725 WINED3DTEXOPCAPS_LERP |
4726 WINED3DTEXOPCAPS_BUMPENVMAP |
4727 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
4729 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
4731 caps->MaxTextureBlendStages = 8;
4732 caps->MaxSimultaneousTextures = min(GL_LIMITS(fragment_samplers), 8);
4734 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
4736 #undef GLINFO_LOCATION
4738 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
4739 static void state_texfactor_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4740 float col[4];
4741 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
4743 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
4744 * application provided constants
4746 if(device->shader_backend == &arb_program_shader_backend) {
4747 if (use_ps(stateblock)) return;
4749 device = stateblock->wineD3DDevice;
4750 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
4751 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
4754 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
4755 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
4756 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
4760 static void state_arb_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4761 float col[4];
4762 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
4764 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
4765 * application provided constants
4767 if(device->shader_backend == &arb_program_shader_backend) {
4768 if (use_ps(stateblock)) return;
4770 device = stateblock->wineD3DDevice;
4771 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
4772 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
4775 if(stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
4776 /* The specular color has no alpha */
4777 col[0] = 1.0; col[1] = 1.0;
4778 col[2] = 1.0; col[3] = 0.0;
4779 } else {
4780 col[0] = 0.0; col[1] = 0.0;
4781 col[2] = 0.0; col[3] = 0.0;
4783 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
4784 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
4787 static void set_bumpmat_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4788 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
4789 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
4790 float mat[2][2];
4792 if (use_ps(stateblock))
4794 if(stage != 0 &&
4795 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) {
4796 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
4797 * anyway
4799 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
4800 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
4804 if(device->shader_backend == &arb_program_shader_backend) {
4805 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
4806 return;
4808 } else if(device->shader_backend == &arb_program_shader_backend) {
4809 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
4810 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
4813 mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
4814 mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
4815 mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
4816 mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
4818 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
4819 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
4822 static void tex_bumpenvlum_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4823 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
4824 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
4825 float param[4];
4827 if (use_ps(stateblock))
4829 if(stage != 0 &&
4830 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
4831 /* The pixel shader has to know the luminance offset. Do a constants update if it
4832 * isn't scheduled anyway
4834 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
4835 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
4839 if(device->shader_backend == &arb_program_shader_backend) {
4840 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
4841 return;
4843 } else if(device->shader_backend == &arb_program_shader_backend) {
4844 device->activeContext->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
4845 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
4848 param[0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE]);
4849 param[1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET]);
4850 param[2] = 0.0;
4851 param[3] = 0.0;
4853 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
4854 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
4857 static const char *get_argreg(SHADER_BUFFER *buffer, DWORD argnum, unsigned int stage, DWORD arg) {
4858 const char *ret;
4860 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
4862 switch(arg & WINED3DTA_SELECTMASK) {
4863 case WINED3DTA_DIFFUSE:
4864 ret = "fragment.color.primary"; break;
4866 case WINED3DTA_CURRENT:
4867 if(stage == 0) ret = "fragment.color.primary";
4868 else ret = "ret";
4869 break;
4871 case WINED3DTA_TEXTURE:
4872 switch(stage) {
4873 case 0: ret = "tex0"; break;
4874 case 1: ret = "tex1"; break;
4875 case 2: ret = "tex2"; break;
4876 case 3: ret = "tex3"; break;
4877 case 4: ret = "tex4"; break;
4878 case 5: ret = "tex5"; break;
4879 case 6: ret = "tex6"; break;
4880 case 7: ret = "tex7"; break;
4881 default: ret = "unknown texture";
4883 break;
4885 case WINED3DTA_TFACTOR:
4886 ret = "tfactor"; break;
4888 case WINED3DTA_SPECULAR:
4889 ret = "fragment.color.secondary"; break;
4891 case WINED3DTA_TEMP:
4892 ret = "tempreg"; break;
4894 case WINED3DTA_CONSTANT:
4895 FIXME("Implement perstage constants\n");
4896 switch(stage) {
4897 case 0: ret = "const0"; break;
4898 case 1: ret = "const1"; break;
4899 case 2: ret = "const2"; break;
4900 case 3: ret = "const3"; break;
4901 case 4: ret = "const4"; break;
4902 case 5: ret = "const5"; break;
4903 case 6: ret = "const6"; break;
4904 case 7: ret = "const7"; break;
4905 default: ret = "unknown constant";
4907 break;
4909 default:
4910 return "unknown";
4913 if(arg & WINED3DTA_COMPLEMENT) {
4914 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
4915 if(argnum == 0) ret = "arg0";
4916 if(argnum == 1) ret = "arg1";
4917 if(argnum == 2) ret = "arg2";
4919 if(arg & WINED3DTA_ALPHAREPLICATE) {
4920 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
4921 if(argnum == 0) ret = "arg0";
4922 if(argnum == 1) ret = "arg1";
4923 if(argnum == 2) ret = "arg2";
4925 return ret;
4928 static void gen_ffp_instr(SHADER_BUFFER *buffer, unsigned int stage, BOOL color, BOOL alpha,
4929 DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2) {
4930 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
4931 unsigned int mul = 1;
4932 BOOL mul_final_dest = FALSE;
4934 if(color && alpha) dstmask = "";
4935 else if(color) dstmask = ".xyz";
4936 else dstmask = ".w";
4938 if(dst == tempreg) dstreg = "tempreg";
4939 else dstreg = "ret";
4941 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
4942 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
4943 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
4945 switch(op) {
4946 case WINED3DTOP_DISABLE:
4947 if(stage == 0) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
4948 break;
4950 case WINED3DTOP_SELECTARG2:
4951 arg1 = arg2;
4952 case WINED3DTOP_SELECTARG1:
4953 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
4954 break;
4956 case WINED3DTOP_MODULATE4X:
4957 mul = 2;
4958 case WINED3DTOP_MODULATE2X:
4959 mul *= 2;
4960 if(strcmp(dstreg, "result.color") == 0) {
4961 dstreg = "ret";
4962 mul_final_dest = TRUE;
4964 case WINED3DTOP_MODULATE:
4965 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
4966 break;
4968 case WINED3DTOP_ADDSIGNED2X:
4969 mul = 2;
4970 if(strcmp(dstreg, "result.color") == 0) {
4971 dstreg = "ret";
4972 mul_final_dest = TRUE;
4974 case WINED3DTOP_ADDSIGNED:
4975 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
4976 arg2 = "arg2";
4977 case WINED3DTOP_ADD:
4978 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
4979 break;
4981 case WINED3DTOP_SUBTRACT:
4982 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
4983 break;
4985 case WINED3DTOP_ADDSMOOTH:
4986 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
4987 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
4988 break;
4990 case WINED3DTOP_BLENDCURRENTALPHA:
4991 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
4992 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
4993 break;
4994 case WINED3DTOP_BLENDFACTORALPHA:
4995 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
4996 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
4997 break;
4998 case WINED3DTOP_BLENDTEXTUREALPHA:
4999 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
5000 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5001 break;
5002 case WINED3DTOP_BLENDDIFFUSEALPHA:
5003 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
5004 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5005 break;
5007 case WINED3DTOP_BLENDTEXTUREALPHAPM:
5008 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
5009 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
5010 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
5011 break;
5013 /* D3DTOP_PREMODULATE ???? */
5015 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
5016 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
5017 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
5018 break;
5019 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
5020 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
5021 break;
5022 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
5023 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
5024 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
5025 break;
5026 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
5027 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
5028 break;
5030 case WINED3DTOP_DOTPRODUCT3:
5031 mul = 4;
5032 if(strcmp(dstreg, "result.color") == 0) {
5033 dstreg = "ret";
5034 mul_final_dest = TRUE;
5036 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
5037 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
5038 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
5039 break;
5041 case WINED3DTOP_MULTIPLYADD:
5042 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
5043 break;
5045 case WINED3DTOP_LERP:
5046 /* The msdn is not quite right here */
5047 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5048 break;
5050 case WINED3DTOP_BUMPENVMAP:
5051 case WINED3DTOP_BUMPENVMAPLUMINANCE:
5052 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
5053 break;
5055 default:
5056 FIXME("Unhandled texture op %08x\n", op);
5059 if(mul == 2) {
5060 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
5061 } else if(mul == 4) {
5062 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
5066 /* The stateblock is passed for GLINFO_LOCATION */
5067 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWineD3DStateBlockImpl *stateblock)
5069 unsigned int stage;
5070 SHADER_BUFFER buffer;
5071 BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5072 BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5073 BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5074 const char *textype;
5075 const char *instr, *sat;
5076 char colorcor_dst[8];
5077 GLuint ret;
5078 DWORD arg0, arg1, arg2;
5079 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
5080 BOOL op_equal;
5081 const char *final_combiner_src = "ret";
5082 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
5084 /* Find out which textures are read */
5085 for(stage = 0; stage < MAX_TEXTURES; stage++) {
5086 if(settings->op[stage].cop == WINED3DTOP_DISABLE) break;
5087 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
5088 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
5089 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
5090 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5091 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5092 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5094 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) tex_read[stage] = TRUE;
5095 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHAPM) tex_read[stage] = TRUE;
5096 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP) {
5097 bump_used[stage] = TRUE;
5098 tex_read[stage] = TRUE;
5100 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
5101 bump_used[stage] = TRUE;
5102 tex_read[stage] = TRUE;
5103 luminance_used[stage] = TRUE;
5104 } else if(settings->op[stage].cop == WINED3DTOP_BLENDFACTORALPHA) {
5105 tfactor_used = TRUE;
5108 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
5109 tfactor_used = TRUE;
5112 if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
5113 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
5114 tempreg_used = TRUE;
5117 if(settings->op[stage].aop == WINED3DTOP_DISABLE) continue;
5118 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
5119 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
5120 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
5121 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5122 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5123 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5125 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
5126 tempreg_used = TRUE;
5128 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
5129 tfactor_used = TRUE;
5133 /* Shader header */
5134 shader_buffer_init(&buffer);
5136 shader_addline(&buffer, "!!ARBfp1.0\n");
5138 switch(settings->fog) {
5139 case FOG_OFF: break;
5140 case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
5141 case FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
5142 case FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
5143 default: FIXME("Unexpected fog setting %d\n", settings->fog);
5146 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
5147 shader_addline(&buffer, "TEMP TMP;\n");
5148 shader_addline(&buffer, "TEMP ret;\n");
5149 if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
5150 shader_addline(&buffer, "TEMP arg0;\n");
5151 shader_addline(&buffer, "TEMP arg1;\n");
5152 shader_addline(&buffer, "TEMP arg2;\n");
5153 for(stage = 0; stage < MAX_TEXTURES; stage++) {
5154 if(!tex_read[stage]) continue;
5155 shader_addline(&buffer, "TEMP tex%u;\n", stage);
5156 if(!bump_used[stage]) continue;
5157 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
5158 if(!luminance_used[stage]) continue;
5159 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
5161 if(tfactor_used) {
5162 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
5164 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
5166 if(settings->sRGB_write) {
5167 shader_addline(&buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
5168 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
5169 shader_addline(&buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
5170 srgb_sub_high, 0.0, 0.0, 0.0);
5173 if(ffp_clip_emul(stateblock) && device->vs_clipping) shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
5175 /* Generate texture sampling instructions) */
5176 for(stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3DTOP_DISABLE; stage++) {
5177 if(!tex_read[stage]) continue;
5179 switch(settings->op[stage].tex_type) {
5180 case tex_1d: textype = "1D"; break;
5181 case tex_2d: textype = "2D"; break;
5182 case tex_3d: textype = "3D"; break;
5183 case tex_cube: textype = "CUBE"; break;
5184 case tex_rect: textype = "RECT"; break;
5185 default: textype = "unexpected_textype"; break;
5188 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP ||
5189 settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
5190 sat = "";
5191 } else {
5192 sat = "_SAT";
5195 if(settings->op[stage].projected == proj_none) {
5196 instr = "TEX";
5197 } else if(settings->op[stage].projected == proj_count4 ||
5198 settings->op[stage].projected == proj_count3) {
5199 instr = "TXP";
5200 } else {
5201 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
5202 instr = "TXP";
5205 if(stage > 0 &&
5206 (settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
5207 settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
5208 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
5209 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
5210 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
5211 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
5213 /* with projective textures, texbem only divides the static texture coord, not the displacement,
5214 * so multiply the displacement with the dividing parameter before passing it to TXP
5216 if (settings->op[stage].projected != proj_none) {
5217 if(settings->op[stage].projected == proj_count4) {
5218 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
5219 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
5220 } else {
5221 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
5222 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
5224 } else {
5225 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
5228 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
5229 instr, sat, stage, stage, textype);
5230 if(settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
5231 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
5232 stage - 1, stage - 1, stage - 1);
5233 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
5235 } else if(settings->op[stage].projected == proj_count3) {
5236 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
5237 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
5238 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
5239 instr, sat, stage, stage, textype);
5240 } else {
5241 shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
5242 instr, sat, stage, stage, stage, textype);
5245 sprintf(colorcor_dst, "tex%u", stage);
5246 gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
5247 settings->op[stage].color_fixup);
5250 /* Generate the main shader */
5251 for(stage = 0; stage < MAX_TEXTURES; stage++) {
5252 if(settings->op[stage].cop == WINED3DTOP_DISABLE) {
5253 if(stage == 0) {
5254 final_combiner_src = "fragment.color.primary";
5256 break;
5259 if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
5260 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
5261 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
5262 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
5263 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
5264 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
5265 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
5266 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
5267 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
5268 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
5269 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
5270 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
5271 } else {
5272 op_equal = settings->op[stage].aop == settings->op[stage].cop &&
5273 settings->op[stage].carg0 == settings->op[stage].aarg0 &&
5274 settings->op[stage].carg1 == settings->op[stage].aarg1 &&
5275 settings->op[stage].carg2 == settings->op[stage].aarg2;
5278 if(settings->op[stage].aop == WINED3DTOP_DISABLE) {
5279 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
5280 settings->op[stage].cop, settings->op[stage].carg0,
5281 settings->op[stage].carg1, settings->op[stage].carg2);
5282 if(stage == 0) {
5283 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
5285 } else if(op_equal) {
5286 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
5287 settings->op[stage].cop, settings->op[stage].carg0,
5288 settings->op[stage].carg1, settings->op[stage].carg2);
5289 } else {
5290 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
5291 settings->op[stage].cop, settings->op[stage].carg0,
5292 settings->op[stage].carg1, settings->op[stage].carg2);
5293 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
5294 settings->op[stage].aop, settings->op[stage].aarg0,
5295 settings->op[stage].aarg1, settings->op[stage].aarg2);
5299 if(settings->sRGB_write) {
5300 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
5301 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
5302 } else {
5303 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
5306 /* Footer */
5307 shader_addline(&buffer, "END\n");
5309 /* Generate the shader */
5310 GL_EXTCALL(glGenProgramsARB(1, &ret));
5311 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
5312 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
5314 if (glGetError() == GL_INVALID_OPERATION) {
5315 GLint pos;
5316 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
5317 FIXME("Fragment program error at position %d: %s\n", pos,
5318 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
5320 shader_buffer_free(&buffer);
5321 return ret;
5324 static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
5325 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
5326 struct shader_arb_priv *priv = device->fragment_priv;
5327 BOOL use_pshader = use_ps(stateblock);
5328 BOOL use_vshader = use_vs(stateblock);
5329 struct ffp_frag_settings settings;
5330 const struct arbfp_ffp_desc *desc;
5331 unsigned int i;
5333 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
5335 if(isStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE))) {
5336 if(!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
5337 /* Reload fixed function constants since they collide with the pixel shader constants */
5338 for(i = 0; i < MAX_TEXTURES; i++) {
5339 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
5341 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
5342 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
5343 } else if(use_pshader && !isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
5344 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
5346 return;
5349 if(!use_pshader) {
5350 /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
5351 gen_ffp_frag_op(stateblock, &settings, FALSE);
5352 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
5353 if(!desc) {
5354 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
5355 if (!new_desc)
5357 ERR("Out of memory\n");
5358 return;
5360 new_desc->num_textures_used = 0;
5361 for(i = 0; i < GL_LIMITS(texture_stages); i++) {
5362 if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
5363 new_desc->num_textures_used = i;
5366 memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
5367 new_desc->shader = gen_arbfp_ffp_shader(&settings, stateblock);
5368 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
5369 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
5370 desc = new_desc;
5373 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
5374 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
5375 * deactivate it.
5377 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
5378 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
5379 priv->current_fprogram_id = desc->shader;
5381 if(device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
5382 /* Reload fixed function constants since they collide with the pixel shader constants */
5383 for(i = 0; i < MAX_TEXTURES; i++) {
5384 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
5386 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
5387 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
5389 context->last_was_pshader = FALSE;
5390 } else {
5391 context->last_was_pshader = TRUE;
5394 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
5395 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
5396 * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
5397 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
5398 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
5400 * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
5401 * shader handler
5403 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
5404 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
5406 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
5407 device->StateTable[STATE_VERTEXSHADERCONSTANT].apply(STATE_VERTEXSHADERCONSTANT, stateblock, context);
5410 if(use_pshader) {
5411 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
5415 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
5416 * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
5417 * state table, so we need to handle that with a forwarding function. The other invisible side effect
5418 * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
5419 * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
5421 static void state_arbfp_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
5422 enum fogsource new_source;
5424 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
5426 if(!isStateDirty(context, STATE_PIXELSHADER)) {
5427 fragment_prog_arbfp(state, stateblock, context);
5430 if(!stateblock->renderState[WINED3DRS_FOGENABLE]) return;
5432 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
5433 if(use_vs(stateblock)) {
5434 new_source = FOGSOURCE_VS;
5435 } else {
5436 if(stateblock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw) {
5437 new_source = FOGSOURCE_COORD;
5438 } else {
5439 new_source = FOGSOURCE_FFP;
5442 } else {
5443 new_source = FOGSOURCE_FFP;
5445 if(new_source != context->fog_source) {
5446 context->fog_source = new_source;
5447 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
5451 static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
5452 if(!isStateDirty(context, STATE_PIXELSHADER)) {
5453 fragment_prog_arbfp(state, stateblock, context);
5457 #undef GLINFO_LOCATION
5459 static const struct StateEntryTemplate arbfp_fragmentstate_template[] = {
5460 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
5461 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5462 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5463 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5464 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5465 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5466 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5467 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5468 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5469 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5470 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5471 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5472 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5473 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5474 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5475 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5476 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5477 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5478 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5479 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5480 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5481 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5482 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5483 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5484 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5485 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5486 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5487 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5488 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5489 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5490 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5491 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5492 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5493 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5494 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5495 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5496 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5497 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5498 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5499 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5500 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5501 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5502 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5503 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5504 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5505 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5506 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5507 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5508 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5509 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5510 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5511 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5512 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5513 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5514 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5515 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5516 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5517 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5518 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5519 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5520 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5521 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5522 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5523 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5524 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5525 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5526 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5527 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5528 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5529 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5530 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5531 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5532 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5533 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5534 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5535 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5536 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5537 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5538 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5539 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5540 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5541 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5542 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5543 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5544 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5545 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5546 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5547 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5548 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5549 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5550 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5551 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5552 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5553 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5554 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5555 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5556 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5557 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5558 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5559 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5560 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5561 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5562 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5563 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5564 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5565 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5566 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5567 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5568 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5569 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5570 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5571 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5572 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5573 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5574 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5575 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5576 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5577 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5578 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
5579 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5580 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
5581 {STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
5582 {STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
5583 {STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
5584 {STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
5585 {STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
5586 {STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
5587 {STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
5588 {STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
5589 {STATE_PIXELSHADER, { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5590 {STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
5591 {STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
5592 {STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
5593 {STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5594 {STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5595 {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
5596 {STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
5597 {STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
5598 {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
5599 {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
5600 {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
5601 {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
5602 {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
5603 {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
5604 {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
5605 {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
5606 {STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
5607 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5610 const struct fragment_pipeline arbfp_fragment_pipeline = {
5611 arbfp_enable,
5612 arbfp_get_caps,
5613 arbfp_alloc,
5614 arbfp_free,
5615 shader_arb_color_fixup_supported,
5616 arbfp_fragmentstate_template,
5617 TRUE /* We can disable projected textures */
5620 #define GLINFO_LOCATION device->adapter->gl_info
5622 struct arbfp_blit_priv {
5623 GLenum yuy2_rect_shader, yuy2_2d_shader;
5624 GLenum uyvy_rect_shader, uyvy_2d_shader;
5625 GLenum yv12_rect_shader, yv12_2d_shader;
5628 static HRESULT arbfp_blit_alloc(IWineD3DDevice *iface) {
5629 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
5630 device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
5631 if(!device->blit_priv) {
5632 ERR("Out of memory\n");
5633 return E_OUTOFMEMORY;
5635 return WINED3D_OK;
5637 static void arbfp_blit_free(IWineD3DDevice *iface) {
5638 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
5639 struct arbfp_blit_priv *priv = device->blit_priv;
5641 ENTER_GL();
5642 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
5643 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
5644 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
5645 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
5646 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
5647 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
5648 checkGLcall("Delete yuv programs\n");
5649 LEAVE_GL();
5652 static BOOL gen_planar_yuv_read(SHADER_BUFFER *buffer, enum yuv_fixup yuv_fixup, GLenum textype, char *luminance)
5654 char chroma;
5655 const char *tex, *texinstr;
5657 if (yuv_fixup == YUV_FIXUP_UYVY) {
5658 chroma = 'x';
5659 *luminance = 'w';
5660 } else {
5661 chroma = 'w';
5662 *luminance = 'x';
5664 switch(textype) {
5665 case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
5666 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
5667 default:
5668 /* This is more tricky than just replacing the texture type - we have to navigate
5669 * properly in the texture to find the correct chroma values
5671 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
5672 return FALSE;
5675 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
5676 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
5677 * filtering when we sample the texture.
5679 * These are the rules for reading the chroma:
5681 * Even pixel: Cr
5682 * Even pixel: U
5683 * Odd pixel: V
5685 * So we have to get the sampling x position in non-normalized coordinates in integers
5687 if(textype != GL_TEXTURE_RECTANGLE_ARB) {
5688 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
5689 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
5690 } else {
5691 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
5693 /* We must not allow filtering between pixel x and x+1, this would mix U and V
5694 * Vertical filtering is ok. However, bear in mind that the pixel center is at
5695 * 0.5, so add 0.5.
5697 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
5698 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
5700 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
5701 * even and odd pixels respectively
5703 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
5704 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
5706 /* Sample Pixel 1 */
5707 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
5709 /* Put the value into either of the chroma values */
5710 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
5711 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
5712 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
5713 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
5715 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
5716 * the pixel right to the current one. Otherwise, sample the left pixel.
5717 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
5719 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
5720 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
5721 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
5723 /* Put the value into the other chroma */
5724 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
5725 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
5726 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
5727 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
5729 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
5730 * the current one and lerp the two U and V values
5733 /* This gives the correctly filtered luminance value */
5734 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
5736 return TRUE;
5739 static BOOL gen_yv12_read(SHADER_BUFFER *buffer, GLenum textype, char *luminance)
5741 const char *tex;
5743 switch(textype) {
5744 case GL_TEXTURE_2D: tex = "2D"; break;
5745 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
5746 default:
5747 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
5748 return FALSE;
5751 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
5752 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
5753 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
5754 * pitch of the luminance plane, the packing into the gl texture is a bit
5755 * unfortunate. If the whole texture is interpreted as luminance data it looks
5756 * approximately like this:
5758 * +----------------------------------+----
5759 * | |
5760 * | |
5761 * | |
5762 * | |
5763 * | | 2
5764 * | LUMINANCE | -
5765 * | | 3
5766 * | |
5767 * | |
5768 * | |
5769 * | |
5770 * +----------------+-----------------+----
5771 * | | |
5772 * | U even rows | U odd rows |
5773 * | | | 1
5774 * +----------------+------------------ -
5775 * | | | 3
5776 * | V even rows | V odd rows |
5777 * | | |
5778 * +----------------+-----------------+----
5779 * | | |
5780 * | 0.5 | 0.5 |
5782 * So it appears as if there are 4 chroma images, but in fact the odd rows
5783 * in the chroma images are in the same row as the even ones. So its is
5784 * kinda tricky to read
5786 * When reading from rectangle textures, keep in mind that the input y coordinates
5787 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
5789 shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
5790 2.0 / 3.0, 1.0 / 6.0, (2.0 / 3.0) + (1.0 / 6.0), 1.0 / 3.0);
5792 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
5793 /* the chroma planes have only half the width */
5794 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
5796 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
5797 * the coordinate. Also read the right side of the image when reading odd lines
5799 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
5800 * bleeding
5802 if(textype == GL_TEXTURE_2D) {
5804 shader_addline(buffer, "RCP chroma.w, size.y;\n");
5806 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
5808 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
5809 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
5811 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
5812 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
5813 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
5814 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
5815 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
5817 /* clamp, keep the half pixel origin in mind */
5818 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
5819 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
5820 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
5821 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
5822 } else {
5823 /* Read from [size - size+size/4] */
5824 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
5825 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
5827 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
5828 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
5829 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
5830 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
5831 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
5832 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
5834 /* Make sure to read exactly from the pixel center */
5835 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
5836 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
5838 /* Clamp */
5839 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
5840 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
5841 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
5842 shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
5843 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
5845 /* Read the texture, put the result into the output register */
5846 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
5847 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
5849 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
5850 * No need to clamp because we're just reusing the already clamped value from above
5852 if(textype == GL_TEXTURE_2D) {
5853 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
5854 } else {
5855 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
5857 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
5858 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
5860 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
5861 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
5862 * values due to filtering
5864 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
5865 if(textype == GL_TEXTURE_2D) {
5866 /* Multiply the y coordinate by 2/3 and clamp it */
5867 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
5868 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
5869 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
5870 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
5871 } else {
5872 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
5873 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
5874 * is bigger
5876 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
5877 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
5878 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
5880 *luminance = 'a';
5882 return TRUE;
5885 static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, enum yuv_fixup yuv_fixup, GLenum textype)
5887 GLenum shader;
5888 SHADER_BUFFER buffer;
5889 char luminance_component;
5890 struct arbfp_blit_priv *priv = device->blit_priv;
5892 /* Shader header */
5893 shader_buffer_init(&buffer);
5895 ENTER_GL();
5896 GL_EXTCALL(glGenProgramsARB(1, &shader));
5897 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
5898 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
5899 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
5900 LEAVE_GL();
5901 if(!shader) {
5902 shader_buffer_free(&buffer);
5903 return 0;
5906 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
5907 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
5908 * two chroma(U and V) values. Each macropixel has two luminance values, one for
5909 * each single pixel it contains, and one U and one V value shared between both
5910 * pixels.
5912 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
5913 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
5914 * take the format into account when generating the read swizzles
5916 * Reading the Y value is straightforward - just sample the texture. The hardware
5917 * takes care of filtering in the horizontal and vertical direction.
5919 * Reading the U and V values is harder. We have to avoid filtering horizontally,
5920 * because that would mix the U and V values of one pixel or two adjacent pixels.
5921 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
5922 * regardless of the filtering setting. Vertical filtering works automatically
5923 * though - the U and V values of two rows are mixed nicely.
5925 * Appart of avoiding filtering issues, the code has to know which value it just
5926 * read, and where it can find the other one. To determine this, it checks if
5927 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
5929 * Handling horizontal filtering of U and V values requires reading a 2nd pair
5930 * of pixels, extracting U and V and mixing them. This is not implemented yet.
5932 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
5933 * with width / 2. This way one read gives all 3 values, finding U and V is easy
5934 * in an unfiltered situation. Finding the luminance on the other hand requires
5935 * finding out if it is an odd or even pixel. The real drawback of this approach
5936 * is filtering. This would have to be emulated completely in the shader, reading
5937 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
5938 * vertically. Beyond that it would require adjustments to the texture handling
5939 * code to deal with the width scaling
5941 shader_addline(&buffer, "!!ARBfp1.0\n");
5942 shader_addline(&buffer, "TEMP luminance;\n");
5943 shader_addline(&buffer, "TEMP temp;\n");
5944 shader_addline(&buffer, "TEMP chroma;\n");
5945 shader_addline(&buffer, "TEMP texcrd;\n");
5946 shader_addline(&buffer, "TEMP texcrd2;\n");
5947 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
5948 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
5949 shader_addline(&buffer, "PARAM size = program.local[0];\n");
5951 switch (yuv_fixup)
5953 case YUV_FIXUP_UYVY:
5954 case YUV_FIXUP_YUY2:
5955 if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
5957 shader_buffer_free(&buffer);
5958 return 0;
5960 break;
5962 case YUV_FIXUP_YV12:
5963 if (!gen_yv12_read(&buffer, textype, &luminance_component))
5965 shader_buffer_free(&buffer);
5966 return 0;
5968 break;
5970 default:
5971 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
5972 shader_buffer_free(&buffer);
5973 return 0;
5976 /* Calculate the final result. Formula is taken from
5977 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
5978 * ranges from -0.5 to 0.5
5980 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
5982 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
5983 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
5984 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
5985 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
5986 shader_addline(&buffer, "END\n");
5988 ENTER_GL();
5989 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
5991 if (glGetError() == GL_INVALID_OPERATION) {
5992 GLint pos;
5993 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
5994 FIXME("Fragment program error at position %d: %s\n", pos,
5995 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
5997 shader_buffer_free(&buffer);
5998 LEAVE_GL();
6000 switch (yuv_fixup)
6002 case YUV_FIXUP_YUY2:
6003 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
6004 else priv->yuy2_2d_shader = shader;
6005 break;
6007 case YUV_FIXUP_UYVY:
6008 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
6009 else priv->uyvy_2d_shader = shader;
6010 break;
6012 case YUV_FIXUP_YV12:
6013 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
6014 else priv->yv12_2d_shader = shader;
6015 break;
6018 return shader;
6021 static HRESULT arbfp_blit_set(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
6022 GLenum textype, UINT width, UINT height)
6024 GLenum shader;
6025 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
6026 float size[4] = {width, height, 1, 1};
6027 struct arbfp_blit_priv *priv = device->blit_priv;
6028 enum yuv_fixup yuv_fixup;
6030 if (!is_yuv_fixup(format_desc->color_fixup))
6032 TRACE("Fixup:\n");
6033 dump_color_fixup_desc(format_desc->color_fixup);
6034 /* Don't bother setting up a shader for unconverted formats */
6035 ENTER_GL();
6036 glEnable(textype);
6037 checkGLcall("glEnable(textype)");
6038 LEAVE_GL();
6039 return WINED3D_OK;
6042 yuv_fixup = get_yuv_fixup(format_desc->color_fixup);
6044 switch(yuv_fixup)
6046 case YUV_FIXUP_YUY2:
6047 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
6048 break;
6050 case YUV_FIXUP_UYVY:
6051 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
6052 break;
6054 case YUV_FIXUP_YV12:
6055 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
6056 break;
6058 default:
6059 FIXME("Unsupported YUV fixup %#x, not setting a shader\n", yuv_fixup);
6060 ENTER_GL();
6061 glEnable(textype);
6062 checkGLcall("glEnable(textype)");
6063 LEAVE_GL();
6064 return E_NOTIMPL;
6067 if (!shader) shader = gen_yuv_shader(device, yuv_fixup, textype);
6069 ENTER_GL();
6070 glEnable(GL_FRAGMENT_PROGRAM_ARB);
6071 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
6072 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
6073 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
6074 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
6075 checkGLcall("glProgramLocalParameter4fvARB");
6076 LEAVE_GL();
6078 return WINED3D_OK;
6081 static void arbfp_blit_unset(IWineD3DDevice *iface) {
6082 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
6084 ENTER_GL();
6085 glDisable(GL_FRAGMENT_PROGRAM_ARB);
6086 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
6087 glDisable(GL_TEXTURE_2D);
6088 checkGLcall("glDisable(GL_TEXTURE_2D)");
6089 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
6090 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
6091 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
6093 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
6094 glDisable(GL_TEXTURE_RECTANGLE_ARB);
6095 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
6097 LEAVE_GL();
6100 static BOOL arbfp_blit_color_fixup_supported(struct color_fixup_desc fixup)
6102 enum yuv_fixup yuv_fixup;
6104 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
6106 TRACE("Checking support for fixup:\n");
6107 dump_color_fixup_desc(fixup);
6110 if (is_identity_fixup(fixup))
6112 TRACE("[OK]\n");
6113 return TRUE;
6116 /* We only support YUV conversions. */
6117 if (!is_yuv_fixup(fixup))
6119 TRACE("[FAILED]\n");
6120 return FALSE;
6123 yuv_fixup = get_yuv_fixup(fixup);
6124 switch(yuv_fixup)
6126 case YUV_FIXUP_YUY2:
6127 case YUV_FIXUP_UYVY:
6128 case YUV_FIXUP_YV12:
6129 TRACE("[OK]\n");
6130 return TRUE;
6132 default:
6133 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
6134 TRACE("[FAILED]\n");
6135 return FALSE;
6139 const struct blit_shader arbfp_blit = {
6140 arbfp_blit_alloc,
6141 arbfp_blit_free,
6142 arbfp_blit_set,
6143 arbfp_blit_unset,
6144 arbfp_blit_color_fixup_supported,
6147 #undef GLINFO_LOCATION